include(Rendering) include_project_files(GfxCore "*") include_directories(include) include_directories(glew) include_directories(GL) if(ANDROID) list(APPEND SOURCES GL/ContextGLAndroid.cpp) elseif(WIN32) list(APPEND SOURCES GL/ContextGLWin32.cpp) elseif(APPLE) list(APPEND SOURCES GL/ContextGLEAGL.mm) list(APPEND SOURCES GL/ContextGLNSGL.mm) endif(ANDROID) list(APPEND HEADERS GL/ContextGL.h) list(APPEND HEADERS GL/DeviceGL.h) list(APPEND HEADERS GL/FramebufferGL.h) list(APPEND HEADERS GL/GeometryGL.h) list(APPEND HEADERS GL/HeadersGL.h) list(APPEND HEADERS GL/ShaderGL.h) list(APPEND HEADERS GL/TextureGL.h) list(APPEND HEADERS glew/GL/glew.h) list(APPEND HEADERS glew/GL/glxew.h) list(APPEND HEADERS glew/GL/wglew.h) list(APPEND HEADERS include/GfxCore/Device.h) list(APPEND HEADERS include/GfxCore/Framebuffer.h) list(APPEND HEADERS include/GfxCore/Geometry.h) list(APPEND HEADERS include/GfxCore/Resource.h) list(APPEND HEADERS include/GfxCore/Shader.h) list(APPEND HEADERS include/GfxCore/States.h) list(APPEND HEADERS include/GfxCore/Texture.h) list(APPEND HEADERS include/GfxCore/pix.h) list(APPEND SOURCES Device.cpp) list(APPEND SOURCES DeviceCreate.cpp) list(APPEND SOURCES Framebuffer.cpp) list(APPEND SOURCES GL/CardboardVRGL.cpp) list(APPEND SOURCES GL/DeviceContextGL.cpp) list(APPEND SOURCES GL/DeviceGL.cpp) list(APPEND SOURCES GL/FramebufferGL.cpp) list(APPEND SOURCES GL/GeometryGL.cpp) list(APPEND SOURCES GL/ShaderGL.cpp) list(APPEND SOURCES GL/TextureGL.cpp) list(APPEND SOURCES Geometry.cpp) list(APPEND SOURCES Resource.cpp) list(APPEND SOURCES Shader.cpp) list(APPEND SOURCES States.cpp) list(APPEND SOURCES Texture.cpp) list(APPEND SOURCES glew/glew.cpp) list(APPEND SOURCES pix.cpp) add_library(GfxCore OBJECT ${SOURCES} ${HEADERS})