Esempio n. 1
0
        // Init is called on startup.
        public override void Init()
        {
            #if GUI_SIMPLE
            _guiHandler = new GUIHandler();
            _guiHandler.AttachToContext(RC);

            _guiFuseeLink                   = new GUIButton(6, 6, 157, 87);
            _guiFuseeLink.ButtonColor       = new float4(0, 0, 0, 0);
            _guiFuseeLink.BorderColor       = new float4(0, 0.6f, 0.2f, 1);
            _guiFuseeLink.BorderWidth       = 0;
            _guiFuseeLink.OnGUIButtonDown  += _guiFuseeLink_OnGUIButtonDown;
            _guiFuseeLink.OnGUIButtonEnter += _guiFuseeLink_OnGUIButtonEnter;
            _guiFuseeLink.OnGUIButtonLeave += _guiFuseeLink_OnGUIButtonLeave;
            _guiHandler.Add(_guiFuseeLink);
            _guiFuseeLogo = new GUIImage(AssetStorage.Get <ImageData>("FuseeLogo150.png"), 10, 10, -5, 150, 80);
            _guiHandler.Add(_guiFuseeLogo);
            var fontLato = AssetStorage.Get <Font>("Lato-Black.ttf");
            fontLato.UseKerning   = true;
            _guiLatoBlack         = new FontMap(fontLato, 18);
            _guiSubText           = new GUIText("Simple FUSEE Example", _guiLatoBlack, 100, 100);
            _guiSubText.TextColor = new float4(0.05f, 0.25f, 0.15f, 0.8f);
            _guiHandler.Add(_guiSubText);
            _subtextWidth  = GUIText.GetTextWidth(_guiSubText.Text, _guiLatoBlack);
            _subtextHeight = GUIText.GetTextHeight(_guiSubText.Text, _guiLatoBlack);
            #endif

            // Set the clear color for the backbuffer to white (100% intentsity in all color channels R, G, B, A).
            RC.ClearColor = new float4(1, 1, 1, 1);

            // Load the rocket model
            _rocketScene = AssetStorage.Get <SceneContainer>("RocketModel.fus");

            // Wrap a SceneRenderer around the model.
            _sceneRenderer = new SceneRenderer(_rocketScene);
        }
Esempio n. 2
0
        // Init is called on startup.
        public override void Init()
        {
            #if GUI_SIMPLE
            _guiHandler = new GUIHandler();
            _guiHandler.AttachToContext(RC);

            _guiFuseeLink                   = new GUIButton(6, 6, 157, 87);
            _guiFuseeLink.ButtonColor       = new float4(0, 0, 0, 0);
            _guiFuseeLink.BorderColor       = new float4(0, 0.6f, 0.2f, 1);
            _guiFuseeLink.BorderWidth       = 0;
            _guiFuseeLink.OnGUIButtonDown  += _guiFuseeLink_OnGUIButtonDown;
            _guiFuseeLink.OnGUIButtonEnter += _guiFuseeLink_OnGUIButtonEnter;
            _guiFuseeLink.OnGUIButtonLeave += _guiFuseeLink_OnGUIButtonLeave;
            _guiHandler.Add(_guiFuseeLink);
            _guiFuseeLogo = new GUIImage(AssetStorage.Get <ImageData>("FuseeLogo150.png"), 10, 10, -5, 150, 80);
            _guiHandler.Add(_guiFuseeLogo);
            var fontLato = AssetStorage.Get <Font>("Lato-Black.ttf");
            fontLato.UseKerning   = true;
            _guiLatoBlack         = new FontMap(fontLato, 18);
            _guiSubText           = new GUIText("FUSEE Example", _guiLatoBlack, 100, 100);
            _guiSubText.TextColor = new float4(0.05f, 0.25f, 0.15f, 0.8f);
            _guiHandler.Add(_guiSubText);
            _subtextWidth  = GUIText.GetTextWidth(_guiSubText.Text, _guiLatoBlack);
            _subtextHeight = GUIText.GetTextHeight(_guiSubText.Text, _guiLatoBlack);
            #endif

            // Set the clear color for the backbuffer to white (100% intentsity in all color channels R, G, B, A).
            RC.ClearColor = new float4(1, 1, 1, 1);

            // Load the rocket model
            _rocketScene = AssetStorage.Get <SceneContainer>("RocketModel.fus");

            //Create StereoCam for S3D rendering
            _stereoCam = new StereoCameraRig(Stereo3DMode.Anaglyph, Width, Height, 6.5f);
            _stereoCam.AttachToContext(RC);

            //Create ScreenS3DTextures object holding the 4 textures to be used with the ScreenS3D object
            ScreenS3DTextures screenTex = new ScreenS3DTextures();
            screenTex.Left       = RC.CreateTexture(AssetStorage.Get <ImageData>("left.png"));
            screenTex.LeftDepth  = RC.CreateTexture(AssetStorage.Get <ImageData>("depthLeft.png"));
            screenTex.Right      = RC.CreateTexture(AssetStorage.Get <ImageData>("right.png"));
            screenTex.RightDepth = RC.CreateTexture(AssetStorage.Get <ImageData>("depthRight.png"));
            //Create ScreenS3D Object using the ScreenS3Dtextures object from above
            _screen = new ScreenS3D(RC, screenTex);
            //Set the config fort the Screen objet. This can also be doene using a whole ScreenConfig object and assiging direktly to the ScreenS3D object
            _screen.Config.ScaleSize  = 1000;
            _screen.Config.ScaleDepth = 5;
            _screen.Config.Transform  = float4x4.CreateTranslation(0, 200, 0);
            // Wrap a SceneRenderer around the model.
            _sceneRenderer = new SceneRenderer(_rocketScene);


            // vl = AssetStorage.Get<VideoStream>("left.mkv");
            capL  = new Capture("Assets/left.mkv");
            capLD = new Capture("Assets/depthLeft.mkv");
            capR  = new Capture("Assets/right.mkv");
            capRD = new Capture("Assets/depthRight.mkv");
        }
Esempio n. 3
0
        // Init is called on startup.
        public override void Init()
        {
            //Width and Height are 0 on our Android Device
            if (Width <= 0)
            {
                Width = 2560;
            }
            if (Height <= 0)
            {
                Height = 1440;
            }

            #if GUI_SIMPLE
            _guiHandler = new GUIHandler();
            _guiHandler.AttachToContext(RC);
            _guiFuseeLink                   = new GUIButton(6, 6, 157, 87);
            _guiFuseeLink.ButtonColor       = new float4(0, 0, 0, 0);
            _guiFuseeLink.BorderColor       = new float4(0, 0.6f, 0.2f, 1);
            _guiFuseeLink.BorderWidth       = 0;
            _guiFuseeLink.OnGUIButtonDown  += _guiFuseeLink_OnGUIButtonDown;
            _guiFuseeLink.OnGUIButtonEnter += _guiFuseeLink_OnGUIButtonEnter;
            _guiFuseeLink.OnGUIButtonLeave += _guiFuseeLink_OnGUIButtonLeave;
            _guiHandler.Add(_guiFuseeLink);
            _guiFuseeLogo = new GUIImage(AssetStorage.Get <ImageData>("FuseeLogo150.png"), 10, 10, -5, 150, 80);
            _guiHandler.Add(_guiFuseeLogo);
            var fontLato = AssetStorage.Get <Font>("Lato-Black.ttf");
            fontLato.UseKerning   = true;
            _guiLatoBlack         = new FontMap(fontLato, 18);
            _guiSubText           = new GUIText("Simple FUSEE Cardboard Example", _guiLatoBlack, 100, 100);
            _guiSubText.TextColor = new float4(0.05f, 0.25f, 0.15f, 0.8f);
            _guiHandler.Add(_guiSubText);
            _subtextWidth  = GUIText.GetTextWidth(_guiSubText.Text, _guiLatoBlack);
            _subtextHeight = GUIText.GetTextHeight(_guiSubText.Text, _guiLatoBlack);
            #endif

            // Set the clear color for the backbuffer to white (100% intentsity in all color channels R, G, B, A).
            RC.ClearColor = new float4(1, 1, 1, 1);

            //Initialize StereoRendering
            if (_renderStereo)
            {
                _stereo3d = new Stereo3D(Stereo3DMode.Cardboard, Width, Height);
                _stereo3d.AttachToContext(RC);
            }

            // Load the scene
            _WuggyScene = AssetStorage.Get <SceneContainer>("WuggyLand.fus");

            // Wrap a SceneRenderer around the scene.
            _sceneRenderer = new SceneRenderer(_WuggyScene);
        }
Esempio n. 4
0
        // RenderAFrame is called once a frame
        public override void RenderAFrame()
        {
            // _guiSubText.Text = $"dt: {DeltaTime} ms, W: {Width}, H: {Height}, PS: {_maxPinchSpeed}";
            // Clear the backbuffer
            RC.Clear(ClearFlags.Color | ClearFlags.Depth);

            // Mouse and keyboard movement
            if (Keyboard.LeftRightAxis != 0 || Keyboard.UpDownAxis != 0)
            {
                _keys = true;
            }

            var curDamp = (float)System.Math.Exp(-Damping * DeltaTime);

            // Zoom & Roll
            if (Touch.TwoPoint)
            {
                if (!_twoTouchRepeated)
                {
                    _twoTouchRepeated = true;
                    _angleRollInit    = Touch.TwoPointAngle - _angleRoll;
                    _offsetInit       = Touch.TwoPointMidPoint - _offset;
                    _maxPinchSpeed    = 0;
                }
                _zoomVel   = Touch.TwoPointDistanceVel * -0.01f;
                _angleRoll = Touch.TwoPointAngle - _angleRollInit;
                _offset    = Touch.TwoPointMidPoint - _offsetInit;
                float pinchSpeed = Touch.TwoPointDistanceVel;
                if (pinchSpeed > _maxPinchSpeed)
                {
                    _maxPinchSpeed = pinchSpeed;                              // _maxPinchSpeed is used for debugging only.
                }
            }
            else
            {
                _twoTouchRepeated = false;
                _zoomVel          = Mouse.WheelVel * -0.5f;
                _angleRoll       *= curDamp * 0.8f;
                _offset          *= curDamp * 0.8f;
            }

            // UpDown / LeftRight rotation
            if (Mouse.LeftButton)
            {
                _keys         = false;
                _angleVelHorz = -RotationSpeed * Mouse.XVel * 0.000002f;
                _angleVelVert = -RotationSpeed * Mouse.YVel * 0.000002f;
            }
            else if (Touch.GetTouchActive(TouchPoints.Touchpoint_0) && !Touch.TwoPoint)
            {
                _keys = false;
                float2 touchVel;
                touchVel      = Touch.GetVelocity(TouchPoints.Touchpoint_0);
                _angleVelHorz = -RotationSpeed * touchVel.x * 0.000002f;
                _angleVelVert = -RotationSpeed * touchVel.y * 0.000002f;
            }
            else
            {
                if (_keys)
                {
                    _angleVelHorz = -RotationSpeed * Keyboard.LeftRightAxis * 0.002f;
                    _angleVelVert = -RotationSpeed * Keyboard.UpDownAxis * 0.002f;
                }
                else
                {
                    _angleVelHorz *= curDamp;
                    _angleVelVert *= curDamp;
                }
            }

            _zoom += _zoomVel;
            // Limit zoom
            if (_zoom < 80)
            {
                _zoom = 80;
            }
            if (_zoom > 2000)
            {
                _zoom = 2000;
            }

            _angleHorz += _angleVelHorz;
            // Wrap-around to keep _angleHorz between -PI and + PI
            _angleHorz = M.MinAngle(_angleHorz);

            _angleVert += _angleVelVert;
            // Limit pitch to the range between [-PI/2, + PI/2]
            _angleVert = M.Clamp(_angleVert, -M.PiOver2, M.PiOver2);

            // Wrap-around to keep _angleRoll between -PI and + PI
            _angleRoll = M.MinAngle(_angleRoll);


            // Create the camera matrix and set it as the current ModelView transformation
            var mtxRot = float4x4.CreateRotationZ(_angleRoll) * float4x4.CreateRotationX(_angleVert) * float4x4.CreateRotationY(_angleHorz);
            var mtxCam = float4x4.LookAt(0, 20, -_zoom, 0, 0, 0, 0, 1, 0);

            RC.ModelView = mtxCam * mtxRot * _sceneScale * _sceneCenter;
            var mtxOffset = float4x4.CreateTranslation(2 * _offset.x / Width, -2 * _offset.y / Height, 0);

            RC.Projection = mtxOffset * _projection;

            // Tick any animations and Render the scene loaded in Init()
            _sceneRenderer.Animate();
            _sceneRenderer.Render(RC);



            _sinceLastTick += DeltaTime;
            if (_sinceLastTick >= 0.1f)
            {
                _sinceLastTick = 0;
                Ticker.Tick();
                StringBuilder sb = new StringBuilder(Ticker.Size);
                foreach (char c in Ticker.CurrentText)
                {
                    if (_guiLatoBlack.Alphabet.Contains(new string(c, 1)))
                    {
                        sb.Append(c);
                    }
                    else
                    {
                        sb.Append(' ');
                    }
                }
                _guiSubText.Text = sb.ToString();
                _subtextWidth    = GUIText.GetTextWidth(_guiSubText.Text, _guiLatoBlack);
                _subtextHeight   = GUIText.GetTextHeight(_guiSubText.Text, _guiLatoBlack);
                _guiSubText.PosX = (int)((Width - _subtextWidth) / 2);
                _guiSubText.PosY = (int)((Height - _subtextHeight) * 4.0f / 5.0f);

                _guiHandler.Refresh();
            }

            _guiHandler.RenderGUI();

            // Swap buffers: Show the contents of the backbuffer (containing the currently rerndered frame) on the front buffer.
            Present();
        }
Esempio n. 5
0
        // Init is called on startup.
        public override void Init()
        {
            // VERSION 1 - SYNCHRONER DOWNLOAD

            /*
             * ButtonDown += delegate (object sender, EventArgs args)
             * {
             *  WebClient client = new WebClient();
             *
             *  string fileContents = client.DownloadString(new Uri("http://www.fusee3d.org/Examples/Async/SomeText.txt"));
             *  Ticker.CompleteText = fileContents;
             * };
             * /* */


            // VERSION 2 - Asynchronous Programming Model (APM) - wird von WebClient nicht unterstützt, daher kein Beispiel

            // VERSION 3 - Event Based Asynchronous Pattern (EAP)

            /*
             * ButtonDown += delegate (object sender, EventArgs args)
             * {
             *  WebClient client = new WebClient();
             *
             *  client.DownloadStringCompleted += delegate(object o, DownloadStringCompletedEventArgs eventArgs)
             *  {
             *      Ticker.CompleteText = eventArgs.Result;
             *  };
             *  client.DownloadStringAsync(new Uri("http://www.fusee3d.org/Examples/Async/SomeText.txt"));
             * };
             * /*  */


            // VERSION 4 - Task-based Asynchronous Pattern (TAP)

            /*
             * ButtonDown += async delegate (object sender, EventArgs args)
             * {
             *  WebClient client = new WebClient();
             *
             *  String fileContents = await client.DownloadStringTaskAsync(new Uri("http://www.fusee3d.org/Examples/Async/SomeText.txt"));
             *  // Nach dem await - Code der hier steht, wird erst nach dem ENDE des Task aufgerufen
             *  Ticker.CompleteText = fileContents;
             *
             * };
             * /*  */


            /* */
            // VERSION 5 - Task-based Asynchronous Pattern (TAP) mit getrenntem await
            ButtonDown += async delegate(object sender, EventArgs args)
            {
                WebClient client = new WebClient();

                Task <string> task = client.DownloadStringTaskAsync(new Uri("http://www.fusee3d.org/Examples/Async/SomeText.txt"));
                // Dinge, die direkt nach dem Starten des Task passieren sollen

                Ticker.CompleteText = "- - - D O W N L O A D I N G - - - T H E   C O M P L E T E   W O R K S   O F   W I L L I A M   S H A K E S P E A R E ";


                // Vor dem await - hier passiert alles direkt nach dem Starten des Task
                String fileContents = await task;
                // Nach dem await - Code der hier steht, wird erst nach dem ENDE des Task aufgerufen
                Ticker.CompleteText = fileContents;
            };
            /*  */



            _guiHandler = new GUIHandler();
            _guiHandler.AttachToContext(RC);

            _guiFuseeLink                   = new GUIButton(6, 6, 253, 221);
            _guiFuseeLink.ButtonColor       = new float4(0, 0, 0, 0);
            _guiFuseeLink.BorderColor       = new float4(0.6f, 0.2f, 0.2f, 1);
            _guiFuseeLink.BorderWidth       = 0;
            _guiFuseeLink.OnGUIButtonDown  += _guiFuseeLink_OnGUIButtonDown;
            _guiFuseeLink.OnGUIButtonEnter += _guiFuseeLink_OnGUIButtonEnter;
            _guiFuseeLink.OnGUIButtonLeave += _guiFuseeLink_OnGUIButtonLeave;
            _guiHandler.Add(_guiFuseeLink);
            _guiFuseeLogo = new GUIImage(AssetStorage.Get <ImageData>("ClickMe.png"), 10, 10, -5, 253, 221);
            _guiHandler.Add(_guiFuseeLogo);
            var fontLato = AssetStorage.Get <Font>("Lato-Black.ttf");

            fontLato.UseKerning   = true;
            _guiLatoBlack         = new FontMap(fontLato, 64);
            _guiSubText           = new GUIText(Ticker.CurrentText, _guiLatoBlack, 100, 100);
            _guiSubText.TextColor = new float4(0, 0, 0.15f, 0.8f);
            _guiHandler.Add(_guiSubText);
            _subtextWidth  = GUIText.GetTextWidth(_guiSubText.Text, _guiLatoBlack);
            _subtextHeight = GUIText.GetTextHeight(_guiSubText.Text, _guiLatoBlack);

            // Initial "Zoom" value (it's rather the distance in view direction, not the camera's focal distance/opening angle)
            _zoom = 400;

            _angleRoll        = 0;
            _angleRollInit    = 0;
            _twoTouchRepeated = false;
            _offset           = float2.Zero;
            _offsetInit       = float2.Zero;

            // Set the clear color for the backbuffer to white (100% intentsity in all color channels R, G, B, A).
            RC.ClearColor = new float4(1, 1, 1, 1);

            // Load the standard model
            _scene = AssetStorage.Get <SceneContainer>("Model.fus");
            AABBCalculator aabbc = new AABBCalculator(_scene);
            var            bbox  = aabbc.GetBox();

            if (bbox != null)
            {
                // If the model origin is more than one third away from its bounding box,
                // recenter it to the bounding box. Do this check individually per dimension.
                // This way, small deviations will keep the model's original center, while big deviations
                // will make the model rotating around its geometric center.
                float3 bbCenter = bbox.Value.Center;
                float3 bbSize   = bbox.Value.Size;
                float3 center   = float3.Zero;
                if (System.Math.Abs(bbCenter.x) > bbSize.x * 0.3)
                {
                    center.x = bbCenter.x;
                }
                if (System.Math.Abs(bbCenter.y) > bbSize.y * 0.3)
                {
                    center.y = bbCenter.y;
                }
                if (System.Math.Abs(bbCenter.z) > bbSize.z * 0.3)
                {
                    center.z = bbCenter.z;
                }
                _sceneCenter = float4x4.CreateTranslation(-center);

                // Adjust the model size
                float maxScale = System.Math.Max(bbSize.x, System.Math.Max(bbSize.y, bbSize.z));
                if (maxScale != 0)
                {
                    _sceneScale = float4x4.CreateScale(200.0f / maxScale);
                }
                else
                {
                    _sceneScale = float4x4.Identity;
                }
            }
            // Wrap a SceneRenderer around the model.
            _sceneRenderer = new SceneRenderer(_scene);
        }
Esempio n. 6
0
        // Init is called on startup.
        public override void Init()
        {
            _guiHandler = new GUIHandler();
            _guiHandler.AttachToContext(RC);

            _guiFuseeLink                   = new GUIButton(6, 6, 253, 221);
            _guiFuseeLink.ButtonColor       = new float4(0, 0, 0, 0);
            _guiFuseeLink.BorderColor       = new float4(0.6f, 0.2f, 0.2f, 1);
            _guiFuseeLink.BorderWidth       = 0;
            _guiFuseeLink.OnGUIButtonDown  += _guiFuseeLink_OnGUIButtonDown;
            _guiFuseeLink.OnGUIButtonEnter += _guiFuseeLink_OnGUIButtonEnter;
            _guiFuseeLink.OnGUIButtonLeave += _guiFuseeLink_OnGUIButtonLeave;
            _guiHandler.Add(_guiFuseeLink);
            _guiFuseeLogo = new GUIImage(AssetStorage.Get <ImageData>("ClickMe.png"), 10, 10, -5, 253, 221);
            _guiHandler.Add(_guiFuseeLogo);
            var fontLato = AssetStorage.Get <Font>("Lato-Black.ttf");

            fontLato.UseKerning   = true;
            _guiLatoBlack         = new FontMap(fontLato, 64);
            _guiSubText           = new GUIText(Ticker.CurrentText, _guiLatoBlack, 100, 100);
            _guiSubText.TextColor = new float4(0, 0, 0.15f, 0.8f);
            _guiHandler.Add(_guiSubText);
            _subtextWidth  = GUIText.GetTextWidth(_guiSubText.Text, _guiLatoBlack);
            _subtextHeight = GUIText.GetTextHeight(_guiSubText.Text, _guiLatoBlack);

            // Initial "Zoom" value (it's rather the distance in view direction, not the camera's focal distance/opening angle)
            _zoom = 400;

            _angleRoll        = 0;
            _angleRollInit    = 0;
            _twoTouchRepeated = false;
            _offset           = float2.Zero;
            _offsetInit       = float2.Zero;

            // Set the clear color for the backbuffer to white (100% intentsity in all color channels R, G, B, A).
            RC.ClearColor = new float4(1, 1, 1, 1);

            // Load the standard model
            _scene = AssetStorage.Get <SceneContainer>("Model.fus");
            AABBCalculator aabbc = new AABBCalculator(_scene);
            var            bbox  = aabbc.GetBox();

            if (bbox != null)
            {
                // If the model origin is more than one third away from its bounding box,
                // recenter it to the bounding box. Do this check individually per dimension.
                // This way, small deviations will keep the model's original center, while big deviations
                // will make the model rotating around its geometric center.
                float3 bbCenter = bbox.Value.Center;
                float3 bbSize   = bbox.Value.Size;
                float3 center   = float3.Zero;
                if (System.Math.Abs(bbCenter.x) > bbSize.x * 0.3)
                {
                    center.x = bbCenter.x;
                }
                if (System.Math.Abs(bbCenter.y) > bbSize.y * 0.3)
                {
                    center.y = bbCenter.y;
                }
                if (System.Math.Abs(bbCenter.z) > bbSize.z * 0.3)
                {
                    center.z = bbCenter.z;
                }
                _sceneCenter = float4x4.CreateTranslation(-center);

                // Adjust the model size
                float maxScale = System.Math.Max(bbSize.x, System.Math.Max(bbSize.y, bbSize.z));
                if (maxScale != 0)
                {
                    _sceneScale = float4x4.CreateScale(200.0f / maxScale);
                }
                else
                {
                    _sceneScale = float4x4.Identity;
                }
            }
            // Wrap a SceneRenderer around the model.
            _sceneRenderer = new SceneRenderer(_scene);
        }
Esempio n. 7
0
        // is called on startup
        public override void Init()
        {
            // GUI initialization
            _zVal       = 500;
            _guiHandler = new GUIHandler();
            _guiHandler.AttachToContext(RC);

            _guiFuseeLink                   = new GUIButton(6, 6, 157, 87);
            _guiFuseeLink.ButtonColor       = new float4(0, 0, 0, 0);
            _guiFuseeLink.BorderColor       = new float4(0, 0.6f, 0.2f, 1);
            _guiFuseeLink.BorderWidth       = 0;
            _guiFuseeLink.OnGUIButtonDown  += _guiFuseeLink_OnGUIButtonDown;
            _guiFuseeLink.OnGUIButtonEnter += _guiFuseeLink_OnGUIButtonEnter;
            _guiFuseeLink.OnGUIButtonLeave += _guiFuseeLink_OnGUIButtonLeave;
            _guiHandler.Add(_guiFuseeLink);

            _guiFuseeLogo = new GUIImage("Assets/FuseeLogo150.png", 10, 10, -5, 150, 80);
            _guiHandler.Add(_guiFuseeLogo);

            _guiLatoBlack         = RC.LoadFont("Assets/Lato-Black.ttf", 14);
            _guiSubText           = new GUIText("FUSEE 3D Scene Viewer", _guiLatoBlack, 100, 100);
            _guiSubText.TextColor = new float4(0.05f, 0.25f, 0.15f, 0.8f);
            _guiHandler.Add(_guiSubText);

            // Scene loading

            var ser = new Serializer();

            using (var file = File.OpenRead(@"Assets/Model.fus"))
            {
                _scene = ser.Deserialize(file, null, typeof(SceneContainer)) as SceneContainer;
            }


            _sr = new SceneRenderer(_scene, "Assets");

            AdjustModelScaleOffset();
            _guiSubText.Text = "FUSEE 3D Scene";

            if (_scene.Header.CreatedBy != null || _scene.Header.CreationDate != null)
            {
                _guiSubText.Text += " created";

                if (_scene.Header.CreatedBy != null)
                {
                    _guiSubText.Text += " by " + _scene.Header.CreatedBy;
                }

                if (_scene.Header.CreationDate != null)
                {
                    _guiSubText.Text += " on " + _scene.Header.CreationDate;
                }
            }

            _subtextWidth  = GUIText.GetTextWidth(_guiSubText.Text, _guiLatoBlack);
            _subtextHeight = GUIText.GetTextHeight(_guiSubText.Text, _guiLatoBlack);

            _sColor = Shaders.GetDiffuseColorShader(RC);
            RC.SetShader(_sColor);
            _colorParam = _sColor.GetShaderParam("color");
            RC.SetShaderParam(_colorParam, new float4(1, 1, 1, 1));
            RC.ClearColor = new float4(1, 1, 1, 1);
        }