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armorpaint
==============
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[ArmorPaint ](https://armorpaint.org ) is a software for 3D PBR texture painting - check out the [manual ](https://armorpaint.org/manual ).
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*Note 1: This repository is aimed at developers and may not be stable. Distributed binaries are currently [paid](https://armorpaint.org/download) 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!*
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*Note 2: If you are compiling git version of ArmorPaint, then you need to have a compiler ([Visual Studio](https://visualstudio.microsoft.com/downloads/) - Windows, [clang](https://clang.llvm.org/get_started.html) + [deps](https://github.com/Kode/Kha/wiki/Linux) - Linux, [Xcode](https://developer.apple.com/xcode/resources/) - macOS / iOS, [Android Studio](https://developer.android.com/studio) - Android), [nodejs](https://nodejs.org/en/download/) and [git](https://git-scm.com/downloads) installed. Learn more about [Kha](https://github.com/Kode/Kha/wiki), [Kinc](https://github.com/Kode/Kinc/wiki) and [Krom](https://github.com/Kode/Krom/blob/master/readme.md).*
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```bash
git clone --recursive https://github.com/armory3d/armorpaint
cd armorpaint
```
```bash
# Windows
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node Kromx/make -g direct3d11
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cd Kromx
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# Unpack `v8\libraries\win32\release\v8_monolith.7z` using 7-Zip - Extract Here (exceeds 100MB)
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node Kinc/make -g direct3d11
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# Open generated Visual Studio project
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# Set `Project - Properties - Debugging - Command Arguments` to `..\..\build\krom`
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# Build for x64 & release
```
```bash
# Linux
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node Kromx/make -g opengl
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cd Kromx
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node Kinc/make -g opengl --compiler clang --compile
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cd Deployment
strip Krom
./Krom ../../build/krom
```
```bash
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# macOS - wip
node Kromx/make -g metal
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cp -a build/krom/ Kromx/Deployment
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cd Kromx
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node Kinc/make -g metal
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# Open generated Xcode project
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# Add `path/to/armorpaint/Kromx/v8/libraries/macos/release` into `Project - Krom - Build Settings - Search Paths - Library Search Paths`
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# Build
```
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```bash
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# Android - wip
node Kromx/make android -g opengl --shaderversion 300
cd Kromx
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node Kinc/make android -g opengl
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# Manual tweaking is required for now:
# https://github.com/armory3d/Kromx/blob/master/kincfile.js#L68
# Open generated Android Studio project
# Build for device
```
```bash
# iOS - wip
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node Kromx/make ios -g metal
cp -a build/krom/ Kromx/Deployment
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cd Kromx
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node Kinc/make ios -g metal
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# Open generated Xcode project
# Add `path/to/Kromx/v8/libraries/ios/release` into `Project - Krom - Build Settings - Search Paths - Library Search Paths`
# Build for device
```
```bash
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# Windows DXR - wip
node Kromx/make -g direct3d12
cd Kromx
# Unpack `v8\libraries\win32\release\v8_monolith.7z` using 7-Zip - Extract Here (exceeds 100MB)
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
```
```bash
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# Updating cloned repository
git pull origin master
git submodule update --init --recursive
```