Function bevy::pbr::queue_shadows
pub fn queue_shadows<M>(
shadow_draw_functions: Res<'_, DrawFunctions<Shadow>>,
prepass_pipeline: Res<'_, PrepassPipeline<M>>,
render_meshes: Res<'_, RenderAssets<GpuMesh>>,
render_mesh_instances: Res<'_, RenderMeshInstances>,
render_materials: Res<'_, RenderAssets<PreparedMaterial<M>>>,
render_material_instances: Res<'_, ExtractedInstances<AssetId<M>>>,
pipelines: ResMut<'_, SpecializedMeshPipelines<PrepassPipeline<M>>>,
pipeline_cache: Res<'_, PipelineCache>,
render_lightmaps: Res<'_, RenderLightmaps>,
view_lights: Query<'_, '_, (Entity, &ViewLightEntities)>,
view_light_shadow_phases: Query<'_, '_, (&LightEntity, &mut BinnedRenderPhase<Shadow>)>,
point_light_entities: Query<'_, '_, &CubemapVisibleEntities, With<ExtractedPointLight>>,
directional_light_entities: Query<'_, '_, &CascadesVisibleEntities, With<ExtractedDirectionalLight>>,
spot_light_entities: Query<'_, '_, &VisibleEntities, With<ExtractedPointLight>>
)
Expand description
For each shadow cascade, iterates over all the meshes “visible” from it and
adds them to BinnedRenderPhase
s or SortedRenderPhase
s as
appropriate.