Kuesa Runtime

Kuesa post-processing effects

It is possible to use them from both C++ and QML, as well as implement custom additional post-processing effects in C++.

Using post-processing effects

Effects are provided by the following import:

 import Kuesa.Effects 1.2

They can be added to postProcessingEffects in Kuesa.ForwardRenderer. For example, the following example first applies a threshold effect to the scene, followed by a bloom.

 Kuesa.ForwardRenderer {
     postProcessingEffects: [ thresholdFx, bloomFx ]
 BloomEffect { id: bloom }
 ThresholdEffect { id: threshold }

Depth Of Field

Opacity Masking


Gaussian Blur


Tone Mapping and Gamma Correction

Implementing a custom effect.

To introduce a new effect, it is possible to inherit from Kuesa::AbstractPostProcessingEffect. The core idea will be to provide a set of frame graph nodes, and a layer, which implement the effect.

Both color and depth textures are available to implement effects.

In order to simplify effect implementation, the Kuesa::FullScreenQuad utility class is provided. It renders a given material in a plane mesh.

A typical simple effect which applies a fragment shader to the output will need :

The implementation of the thresholding effect can give a good starting point to create simple post-processing effects. The implementation of the Gaussian blur effect can give a good starting point to create multi-pass post-processing effects.