void SignedDistanceFieldText::CreateScene()
{
    ResourceCache* cache = GetSubsystem<ResourceCache>();

    scene_ = new Scene(context_);

    // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
    // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
    // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
    // optimizing manner
    scene_->CreateComponent<Octree>();

    // Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
    // plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
    // (100 x 100 world units)
    Node* planeNode = scene_->CreateChild("Plane");
    planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
    StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
    planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
    planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));

    // Create a directional light to the world so that we can see something. The light scene node's orientation controls the
    // light direction; we will use the SetDirection() function which calculates the orientation from a forward direction vector.
    // The light will use default settings (white light, no shadows)
    Node* lightNode = scene_->CreateChild("DirectionalLight");
    lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
    Light* light = lightNode->CreateComponent<Light>();
    light->SetLightType(LIGHT_DIRECTIONAL);

    // Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
    // quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
    // LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
    // see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
    // same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
    // scene.
    const unsigned NUM_OBJECTS = 200;
    for (unsigned i = 0; i < NUM_OBJECTS; ++i)
    {
        Node* mushroomNode = scene_->CreateChild("Mushroom");
        mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
        mushroomNode->SetScale(0.5f + Random(2.0f));
        StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
        mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
        mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));

        Node* mushroomTitleNode = mushroomNode->CreateChild("MushroomTitle");
        mushroomTitleNode->SetPosition(Vector3(0.0f, 1.2f, 0.0f));
        Text3D* mushroomTitleText = mushroomTitleNode->CreateComponent<Text3D>();
        mushroomTitleText->SetText("Mushroom " + String(i));
        mushroomTitleText->SetFont(cache->GetResource<Font>("Fonts/BlueHighway.sdf"), 24);

        mushroomTitleText->SetColor(Color::RED);

        if (i % 3 == 1)
        {
            mushroomTitleText->SetColor(Color::GREEN);
            mushroomTitleText->SetTextEffect(TE_SHADOW);
            mushroomTitleText->SetEffectColor(Color(0.5f, 0.5f, 0.5f));
        }
        else if (i % 3 == 2)
        {
            mushroomTitleText->SetColor(Color::YELLOW);
            mushroomTitleText->SetTextEffect(TE_STROKE);
            mushroomTitleText->SetEffectColor(Color(0.5f, 0.5f, 0.5f));
        }

        mushroomTitleText->SetAlignment(HA_CENTER, VA_CENTER);
    }

    // Create a scene node for the camera, which we will move around
    // The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
    cameraNode_ = scene_->CreateChild("Camera");
    cameraNode_->CreateComponent<Camera>();

    // Set an initial position for the camera scene node above the plane
    cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
}