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|
project(OculusSDK)
cmake_minimum_required(VERSION 2.8)
# Support our own custom modules
list(APPEND CMAKE_MODULE_PATH
${CMAKE_SOURCE_DIR}/CMake/Modules
)
# Comment out these two lines to disable the debug build
set(CMAKE_BUILD_TYPE "Debug")
add_definitions(-DOVR_BUILD_DEBUG)
#set(CMAKE_VERBOSE_MAKEFILE ON)
if(CMAKE_COMPILER_IS_GNUCXX)
add_definitions(-std=gnu++0x)
if("${CMAKE_SYSTEM_PROCESSOR}" STREQUAL "x86_64")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -fPIC" )
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -fPIC" )
endif()
endif()
if(WIN32)
add_definitions(-DUNICODE -D_UNICODE)
endif()
# Used by the SDK to read the EDID of the monitors
if(UNIX AND NOT(APPLE) AND NOT(CYGWIN))
add_subdirectory(3rdParty/EDID)
endif()
# The primary SDK artifact, a static library for Oculus access
add_subdirectory(LibOVR)
###############################################################################
#
# Sample code support
#
# Make sure to set up the OVR include paths
include_directories(${LibOVR_SOURCE_DIR}/Include)
include_directories(${LibOVR_SOURCE_DIR}/Src)
include_directories(${LibOVR_SOURCE_DIR}/Src/Kernel)
include_directories(${LibOVR_SOURCE_DIR}/Src/Util)
# Cross platform window creation
add_subdirectory(3rdParty/glfw)
include_directories(${CMAKE_SOURCE_DIR}/3rdParty/glfw/include)
# Cross platform access to shader functionality
add_definitions( -DGLEW_STATIC )
add_subdirectory(3rdParty/glew)
include_directories(${CMAKE_SOURCE_DIR}/3rdParty/glew/include)
# Used by the sample code to read the tuscany resources
add_subdirectory(3rdParty/TinyXml)
include_directories(${CMAKE_SOURCE_DIR}/3rdParty/TinyXml)
add_definitions( -DGL_GLEXT_PROTOTYPES )
add_subdirectory (Samples/CommonSrc )
add_subdirectory (Samples/OculusWorldDemo )
add_subdirectory (Samples/OculusRoomTiny )
add_subdirectory (Samples/SensorBox )
add_subdirectory (Samples/TestSensor )
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