Function prepare_lights

Source
pub fn prepare_lights(
    commands: Commands<'_, '_>,
    texture_cache: ResMut<'_, TextureCache>,
    (render_device, render_queue): (Res<'_, RenderDevice>, Res<'_, RenderQueue>),
    global_light_meta: ResMut<'_, GlobalClusterableObjectMeta>,
    light_meta: ResMut<'_, LightMeta>,
    views: Query<'_, '_, (Entity, MainEntity, &ExtractedView, &ExtractedClusterConfig, Option<&RenderLayers>, Has<NoIndirectDrawing>, Option<&AmbientLight>), With<Camera3d>>,
    ambient_light: Res<'_, AmbientLight>,
    point_light_shadow_map: Res<'_, PointLightShadowMap>,
    directional_light_shadow_map: Res<'_, DirectionalLightShadowMap>,
    shadow_render_phases: ResMut<'_, ViewBinnedRenderPhases<Shadow>>,
    (max_directional_lights_warning_emitted, max_cascades_per_light_warning_emitted, live_shadow_mapping_lights): (Local<'_, bool>, Local<'_, bool>, Local<'_, HashSet<RetainedViewEntity>>),
    point_lights: Query<'_, '_, (Entity, &MainEntity, &ExtractedPointLight, AnyOf<(&CubemapFrusta, &Frustum)>)>,
    directional_lights: Query<'_, '_, (Entity, &MainEntity, &ExtractedDirectionalLight)>,
    light_view_entities: Query<'_, '_, &mut LightViewEntities>,
    sorted_cameras: Res<'_, SortedCameras>,
    gpu_preprocessing_support: Res<'_, GpuPreprocessingSupport>,
)