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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 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) and git installed.
git clone --recursive https://github.com/armory3d/armortools
cd armortools/armorpaint
Windows
# Unpack `..\armorcore\v8\libraries\win32\release\v8_monolith.7z` using 7-Zip - Extract Here (exceeds 100MB)
..\armorcore\Kinc\make --from ..\armorcore -g direct3d11
# Open generated Visual Studio project at `build\ArmorPaint.sln`
# Build and run for x64 & release
# Copy build\x64\Release\ArmorPaint.exe to build\krom to run ArmorPaint.exe directly
Linux
../armorcore/Kinc/make --from ../armorcore -g opengl --compiler clang --compile
cd ../armorcore/Deployment
strip ArmorPaint
./ArmorPaint ../../armorpaint/build/krom
macOS
cd ../armorcore
git apply Patches/metal_raytrace.diff --directory=Kinc
cd ../armorpaint
../armorcore/Kinc/make --from ../armorcore -g metal
cp -a build/krom/ ../armorcore/Deployment
# Open generated Xcode project at `build/ArmorPaint.xcodeproj`
# Set macOS Deployment Target to 13.0
# Build and run
Android wip
cd ../armorcore
git apply Patches/android_document_picker.diff --directory=Kinc
cd ../armorpaint
../armorcore/Kinc/make --from ../armorcore -g opengl android
cp -r build/krom/* build/ArmorPaint/app/src/main/assets/
# Manual tweaking is required for now:
# https://github.com/armory3d/armorcore/blob/master/kfile.js#L136
# Open generated Android Studio project at `build/ArmorPaint`
# Build for device
iOS wip
cd ../armorcore
git apply Patches/metal_raytrace.diff --directory=Kinc
git apply Patches/ios_document_picker.diff --directory=Kinc
git apply Patches/ios_pencil_hover.diff --directory=Kinc
cd ../armorpaint
../armorcore/Kinc/make --from ../armorcore -g metal ios
cp -a build/krom/ ../armorcore/Deployment
# Open generated Xcode project `build/ArmorPaint.xcodeproj`
# Set iOS Deployment Target to 16.0
# Build for device in release mode
Windows DXR wip
# Unpack `..\armorcore\v8\libraries\win32\release\v8_monolith.7z` using 7-Zip - Extract Here (exceeds 100MB)
cd ..\armorcore
git apply Patches/d3d12_raytrace.diff --directory=Kinc
cd ..\armorpaint
..\armorcore\Kinc\make --from ..\armorcore -g direct3d12
# Open generated Visual Studio project at `build\ArmorPaint.sln`
# Build and run for x64 & release
# Copy build\x64\Release\ArmorPaint.exe to build\krom to run ArmorPaint.exe directly
Linux VKRT wip
git clone --recursive https://github.com/armory3d/glsl_to_spirv
cd ../armorcore
git apply Patches/vulkan_raytrace.diff --directory=Kinc
cd ../armorpaint
../armorcore/Kinc/make --from ../armorcore -g vulkan --compiler clang --compile
cd ../armorcore/Deployment
strip ArmorPaint
./ArmorPaint ../../armorpaint/build/krom