#pragma once #include "PassElement.hpp" #include "../Framebuffer.hpp" namespace Render { class ITexture; } class CTextureMatteElement : public IPassElement { public: struct STextureMatteData { CBox box; SP tex; SP fb; bool disableTransformAndModify = false; }; CTextureMatteElement(const STextureMatteData& data_); virtual ~CTextureMatteElement() = default; virtual bool needsLiveBlur(); virtual bool needsPrecomputeBlur(); virtual const char* passName() { return "CTextureMatteElement"; } virtual ePassElementType type() { return EK_TEXTURE_MATTE; }; STextureMatteData m_data; };