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armorpaint

ArmorPaint is a software for 3D PBR texture painting - check out the manual.

Note 1: This repository is aimed at developers and may not be stable. Distributed binaries are currently paid to help with the project funding. All of the development is happening here in order to make it accessible to everyone. Thank you for support!

Note 2: If you are compiling git version of ArmorPaint, then you need to have a compiler (Visual Studio - Windows, clang + deps - Linux, Xcode - macOS / iOS, Android Studio - Android), nodejs and git installed.

git clone --recursive https://github.com/armory3d/armorpaint
cd armorpaint

Windows

node armorcore/make -g direct3d11
cd armorcore
# Unpack `v8\libraries\win32\release\v8_monolith.7z` using 7-Zip - Extract Here (exceeds 100MB)
git apply patch/window_handling.diff --directory=Kinc
node Kinc/make -g direct3d11
# Open generated Visual Studio project
# Set `Project - Properties - Debugging - Command Arguments` to `..\..\build\krom`
# Build for x64 & release

Linux

node armorcore/make -g opengl
cd armorcore
node Kinc/make -g opengl --compiler clang --compile
cd Deployment
strip Krom
./Krom ../../build/krom

macOS

node armorcore/make -g metal
cp -a build/krom/ armorcore/Deployment
cd armorcore
git apply patch/metal_depth.diff --directory=Kinc
node Kinc/make -g metal
# Open generated Xcode project
# Build

Android wip

node armorcore/make android -g opengl --shaderversion 300
cp -r build/krom/ armorcore/build/Krom/app/src/main/assets/
cd armorcore
node Kinc/make android -g opengl
# Manual tweaking is required for now:
# https://github.com/armory3d/armorcore/blob/master/kincfile.js#L68
# Open generated Android Studio project
# Build for device

iOS wip

node armorcore/make ios -g metal
cp -a build/krom/ armorcore/Deployment
cd armorcore
git apply patch/ios_document_picker.diff --directory=Kinc
git apply patch/metal_depth.diff --directory=Kinc
node Kinc/make ios -g metal
# Open generated Xcode project
# Build for device

Windows DXR wip

node armorcore/make -g direct3d12
cd armorcore
# Unpack `v8\libraries\win32\release\v8_monolith.7z` using 7-Zip - Extract Here (exceeds 100MB)
git apply patch/window_handling.diff --directory=Kinc
git apply patch/d3d12_raytrace.diff --directory=Kinc
git apply patch/d3d12_wrap_sampler.diff --directory=Kinc
node Kinc/make -g direct3d12 --raytrace dxr
# Open generated Visual Studio project
# Set `Project - Properties - Debugging - Command Arguments` to `..\..\build\krom`
# Build for x64 & release

Linux VKRT wip

node armorcore/make -g vulkan
cd armorcore
git apply patch/vulkan_raytrace.diff --directory=Kinc
git clone --recursive https://github.com/armory3d/glsl_to_spirv Libraries/glsl_to_spirv
node Kinc/make -g vulkan --raytrace vkrt --compiler clang --compile
cd Deployment
strip Krom
./Krom ../../build/krom

Windows VR wip

node armorcore/make -g direct3d11 --vr oculus
cd armorcore
# Unpack `v8\libraries\win32\release\v8_monolith.7z` using 7-Zip - Extract Here (exceeds 100MB)
git apply patch/window_handling.diff --directory=Kinc
node Kinc/make -g direct3d11 --vr oculus
# Open generated Visual Studio project
# Set `Project - Properties - Debugging - Command Arguments` to `..\..\build\krom`
# Build for x64 & release

Updating cloned repository

git pull origin master
git submodule update --init --recursive
# Delete `armorpaint/build` directory if present

Generating a locale file

pip install typing_extensions -t Assets/locale/tools
python ./Assets/locale/tools/extract_locales.py <locale code>
# Generates an `Assets/locale/<locale code>.json` file

Release builds Optional, used for best performance

# Compile krom.js using the closure compiler
https://developers.google.com/closure/compiler
# Generate a v8 snapshot file
node armorcore/make -g api --snapshot
./Krom . --snapshot
# Generates a `krom.bin` file from `krom.js` file
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