131 lines
4.3 KiB
Markdown
131 lines
4.3 KiB
Markdown

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armorpaint
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==============
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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/armory3d/armorpaint/wiki/Linux-Dependencies) - 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.*
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```bash
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git clone --recursive https://github.com/armory3d/armorpaint
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cd armorpaint
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```
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**Windows**
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```bash
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node armorcore/make -g direct3d11
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cd armorcore
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# Unpack `v8\libraries\win32\release\v8_monolith.7z` using 7-Zip - Extract Here (exceeds 100MB)
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git apply patch/window_handling.diff --directory=Kinc
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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
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```
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**Linux**
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```bash
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node armorcore/make -g opengl
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cd armorcore
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node Kinc/make -g opengl --compiler clang --compile
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cd Deployment
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strip Krom
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./Krom ../../build/krom
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```
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**macOS**
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```bash
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node armorcore/make -g metal
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cp -a build/krom/ armorcore/Deployment
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cd armorcore
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git apply patch/metal_depth.diff --directory=Kinc
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node Kinc/make -g metal
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# Open generated Xcode project
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# Build
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```
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**Android** *wip*
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```bash
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node armorcore/make android -g opengl --shaderversion 300
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cp -r build/krom/ armorcore/build/Krom/app/src/main/assets/
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cd armorcore
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node Kinc/make android -g opengl
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# Manual tweaking is required for now:
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# https://github.com/armory3d/armorcore/blob/master/kincfile.js#L68
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# Open generated Android Studio project
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# Build for device
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```
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**iOS** *wip*
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```bash
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node armorcore/make ios -g metal
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cp -a build/krom/ armorcore/Deployment
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cd armorcore
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git apply patch/ios_document_picker.diff --directory=Kinc
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git apply patch/metal_depth.diff --directory=Kinc
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node Kinc/make ios -g metal
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# Open generated Xcode project
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# Build for device
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```
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**Windows DXR** *wip*
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```bash
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node armorcore/make -g direct3d12
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cd armorcore
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# Unpack `v8\libraries\win32\release\v8_monolith.7z` using 7-Zip - Extract Here (exceeds 100MB)
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git apply patch/window_handling.diff --directory=Kinc
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git apply patch/d3d12_raytrace.diff --directory=Kinc
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git apply patch/d3d12_wrap_sampler.diff --directory=Kinc
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node Kinc/make -g direct3d12 --raytrace dxr
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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
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```
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**Linux VKRT** *wip*
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```bash
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node armorcore/make -g vulkan
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cd armorcore
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git apply patch/vulkan_raytrace.diff --directory=Kinc
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git clone --recursive https://github.com/Kode/krafix Libraries/krafix
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node Kinc/make -g vulkan --raytrace vkrt --compiler clang --compile
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cd Deployment
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strip Krom
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./Krom ../../build/krom
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```
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**Windows VR** *wip*
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```bash
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node armorcore/make -g direct3d11 --vr oculus
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cd armorcore
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# Unpack `v8\libraries\win32\release\v8_monolith.7z` using 7-Zip - Extract Here (exceeds 100MB)
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git apply patch/window_handling.diff --directory=Kinc
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node Kinc/make -g direct3d11 --vr oculus
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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
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```
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**Updating cloned repository**
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```bash
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git pull origin master
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git submodule update --init --recursive
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# Delete `armorpaint/build` directory if present
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```
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**Generating a v8 snapshot file**
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```bash
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./Krom . . --snapshot
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# Generates a `krom.bin` file
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```
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**Generating a locale file**
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```bash
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pip install typing_extensions -t Assets/locale/tools
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python ./Assets/locale/tools/extract_locales.py <locale code>
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# Generates an `Assets/locale/<locale code>.json` file
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```
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