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>,
)