feat(dominium): backend GPUI + app — ventana viva del simulador

dominium-canvas-gpui: Element que pinta un RenderPlan como quads,
centrado en sus bounds (rgba→hsla, único crate que toca gpui).

app dominium: compone core→physics→iso→render-plan→canvas en una
ventana GPUI con bucle de simulación de fondo (~11 tps), panel de
estadísticas, controles play/pausa + re-sembrar, y re-siembra
automática al colapso poblacional.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
sergio
2026-05-20 16:22:35 +00:00
parent cba61e3549
commit f46c7b435f
6 changed files with 543 additions and 0 deletions
Generated
+22
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@@ -3475,6 +3475,28 @@ dependencies = [
"urlencoding", "urlencoding",
] ]
[[package]]
name = "dominium"
version = "0.1.0"
dependencies = [
"dominium-canvas-gpui",
"dominium-core",
"dominium-iso",
"dominium-physics",
"dominium-render-plan",
"gpui",
"nahual-launcher",
"nahual-theme",
]
[[package]]
name = "dominium-canvas-gpui"
version = "0.1.0"
dependencies = [
"dominium-render-plan",
"gpui",
]
[[package]] [[package]]
name = "dominium-core" name = "dominium-core"
version = "0.1.0" version = "0.1.0"
+2
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@@ -149,6 +149,7 @@ members = [
"crates/modules/dominium/dominium-physics", "crates/modules/dominium/dominium-physics",
"crates/modules/dominium/dominium-iso", "crates/modules/dominium/dominium-iso",
"crates/modules/dominium/dominium-render-plan", "crates/modules/dominium/dominium-render-plan",
"crates/modules/dominium/dominium-canvas-gpui",
# ============================================================ # ============================================================
# modules/gioser/ — Landing WASM (chacana + 4 elementos) # modules/gioser/ — Landing WASM (chacana + 4 elementos)
@@ -223,6 +224,7 @@ members = [
"crates/apps/cosmobiologia", "crates/apps/cosmobiologia",
"crates/apps/cosmobiologia-cli", "crates/apps/cosmobiologia-cli",
"crates/apps/cosmobiologia-server", "crates/apps/cosmobiologia-server",
"crates/apps/dominium",
] ]
[workspace.package] [workspace.package]
+23
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@@ -0,0 +1,23 @@
[package]
name = "dominium"
version.workspace = true
edition.workspace = true
rust-version.workspace = true
license.workspace = true
authors.workspace = true
publish.workspace = true
description = "dominium — simulador psicológico de campo medio: ventana GPUI con maqueta isométrica viva, panel de estadísticas y bucle de simulación."
[[bin]]
name = "dominium"
path = "src/main.rs"
[dependencies]
dominium-core = { path = "../../modules/dominium/dominium-core" }
dominium-physics = { path = "../../modules/dominium/dominium-physics" }
dominium-iso = { path = "../../modules/dominium/dominium-iso" }
dominium-render-plan = { path = "../../modules/dominium/dominium-render-plan" }
dominium-canvas-gpui = { path = "../../modules/dominium/dominium-canvas-gpui" }
nahual-theme = { path = "../../modules/nahual/libs/theme" }
nahual-launcher = { path = "../../modules/nahual/libs/launcher" }
gpui = { workspace = true }
+310
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@@ -0,0 +1,310 @@
//! `dominium` — la ventana viva del simulador de campo medio.
//!
//! Compone toda la cadena de dominium en un app GPUI:
//!
//! ```text
//! dominium-core ─► dominium-physics ─► dominium-iso ─►
//! dominium-render-plan ─► dominium-canvas-gpui ─► [esta ventana]
//! ```
//!
//! Un bucle de fondo avanza la simulación ~11 veces por segundo; cada
//! tick reconstruye la maqueta isométrica y la repinta. El panel
//! derecho muestra las estadísticas agregadas y dos controles
//! (play/pausa, re-sembrar). Cuando la población colapsa, el mundo se
//! re-siembra solo: la demo nunca se queda en negro.
use std::time::Duration;
use dominium_canvas_gpui::DominiumCanvas;
use dominium_core::{SimParams, World};
use dominium_iso::{IsoProjector, ZWeights};
use dominium_physics::tick;
use dominium_render_plan::{build_plan, PlanConfig};
use gpui::{
div, hsla, prelude::*, px, Context, IntoElement, Render, SharedString, Window,
};
use nahual_launcher::launch_app;
use nahual_theme::Theme;
/// Lado de la grilla cuadrada del mundo.
const GRID: usize = 40;
/// Población inicial de Lemmings.
const LEMMINGS: usize = 50;
/// Periodo del bucle de simulación.
const TICK_MS: u64 = 90;
/// PRNG mínimo (LCG de 64 bits) — siembra reproducible sin dependencias.
struct Lcg(u64);
impl Lcg {
fn new(seed: u64) -> Self {
Self(seed)
}
fn next_u32(&mut self) -> u32 {
// Constantes de Knuth (MMIX).
self.0 = self
.0
.wrapping_mul(6364136223846793005)
.wrapping_add(1442695040888963407);
(self.0 >> 33) as u32
}
/// Flotante uniforme en `[0, 1)`.
fn next_f32(&mut self) -> f32 {
(self.next_u32() >> 8) as f32 / (1u32 << 24) as f32
}
}
/// Siembra un mundo: continentes de `materia`, vetas de `oro`, niebla de
/// `psique` y una población de Lemmings con sesgos y acciones variadas.
fn seed(seed: u64) -> World {
let mut w = World::new(GRID, GRID);
let mut rng = Lcg::new(seed);
for cy in 0..GRID {
for cx in 0..GRID {
let idx = w.grid.idx(cx, cy);
// m² concentra la materia en parches → aspecto de continentes.
let m = rng.next_f32();
w.grid.materia[idx] = m * m * 60.0;
if rng.next_f32() > 0.92 {
w.grid.oro[idx] = rng.next_f32() * 40.0;
}
w.grid.psique[idx] = rng.next_f32() * 12.0;
}
}
for _ in 0..LEMMINGS {
let x = rng.next_f32() * (GRID as f32 - 1.0);
let y = rng.next_f32() * (GRID as f32 - 1.0);
let psi = [
rng.next_f32(),
rng.next_f32(),
rng.next_f32(),
rng.next_f32(),
];
let i = w.lemmings.spawn(x, y, 30.0 + rng.next_f32() * 40.0, psi);
w.lemmings.accion[i] = (rng.next_u32() % 6) as u8;
}
w
}
/// Estadísticas agregadas de un instante de la simulación.
struct Stats {
poblacion: usize,
materia: f32,
oro: f32,
energia: f32,
}
/// El estado del simulador y su presentación.
struct Sim {
world: World,
params: SimParams,
iso: IsoProjector,
weights: ZWeights,
cfg: PlanConfig,
running: bool,
/// Ticks transcurridos en la época actual.
tick: u64,
/// Cuántas veces se re-sembró el mundo (colapso poblacional).
epoch: u64,
/// Semilla rodante para cada re-siembra.
rng_seed: u64,
}
impl Sim {
fn new(cx: &mut Context<Self>) -> Self {
let rng_seed = 0xD0_31_31_07;
let sim = Self {
world: seed(rng_seed),
params: SimParams::default(),
iso: IsoProjector::new(12.0, 0.05),
weights: ZWeights::default(),
cfg: PlanConfig {
tile: 15.0,
lemming_size: 8.0,
lemming_lift: 0.7,
palette: Default::default(),
},
running: true,
tick: 0,
epoch: 0,
rng_seed,
};
sim.start_loop(cx);
sim
}
/// Lanza el bucle de fondo que avanza la simulación.
fn start_loop(&self, cx: &mut Context<Self>) {
cx.spawn(async move |this, cx| loop {
cx.background_executor()
.timer(Duration::from_millis(TICK_MS))
.await;
let alive = this.update(cx, |sim, cx| {
if sim.running {
sim.advance();
cx.notify();
}
});
if alive.is_err() {
break; // la entidad murió → ventana cerrada.
}
})
.detach();
}
/// Un paso de simulación; re-siembra si la población colapsa.
fn advance(&mut self) {
tick(&mut self.world, &self.params);
self.tick += 1;
if self.world.lemmings.is_empty() {
self.epoch += 1;
self.rng_seed = self.rng_seed.wrapping_mul(2862933555777941757).wrapping_add(1);
self.world = seed(self.rng_seed);
self.tick = 0;
}
}
/// Re-siembra el mundo a mano (botón ↺).
fn reseed(&mut self) {
self.rng_seed = self.rng_seed.wrapping_add(0x9E3779B9);
self.world = seed(self.rng_seed);
self.tick = 0;
self.epoch += 1;
}
/// Calcula las estadísticas del instante actual.
fn stats(&self) -> Stats {
let g = &self.world.grid;
Stats {
poblacion: self.world.lemmings.len(),
materia: g.materia.iter().sum(),
oro: g.oro.iter().sum(),
energia: self.world.lemmings.energia.iter().sum(),
}
}
}
/// Fila etiqueta/valor del panel de estadísticas.
fn stat_row(label: &str, value: String, theme: &Theme) -> impl IntoElement {
div()
.flex()
.flex_row()
.justify_between()
.child(div().text_color(theme.fg_muted).child(SharedString::from(label.to_string())))
.child(div().text_color(theme.fg_text).child(SharedString::from(value)))
}
impl Render for Sim {
fn render(&mut self, _w: &mut Window, cx: &mut Context<Self>) -> impl IntoElement {
let theme = Theme::global(cx).clone();
let panel = hsla(220.0 / 360.0, 0.18, 0.10, 1.0);
let chip = hsla(220.0 / 360.0, 0.16, 0.16, 1.0);
let canvas_bg = hsla(220.0 / 360.0, 0.22, 0.06, 1.0);
let accent = theme.accent;
let stats = self.stats();
// --- Barra de estado ---
let estado = if self.running { "● corriendo" } else { "‖ en pausa" };
let status = div()
.h(px(34.))
.flex()
.flex_row()
.items_center()
.justify_between()
.px(px(14.))
.bg(panel)
.text_color(theme.fg_text)
.child(SharedString::from(format!(
"dominium · campo medio · época {} · tick {}",
self.epoch, self.tick
)))
.child(div().text_color(accent).child(SharedString::from(estado.to_string())));
// --- Maqueta isométrica ---
let plan = build_plan(&self.world, &self.iso, &self.weights, &self.cfg);
let canvas = div()
.flex_1()
.overflow_hidden()
.child(DominiumCanvas::new(plan).background(canvas_bg));
// --- Botones de control ---
let play_label = if self.running { "‖ Pausar" } else { "▶ Reanudar" };
let play = div()
.id("play")
.px(px(10.))
.py(px(7.))
.bg(chip)
.rounded(px(5.))
.text_color(theme.fg_text)
.cursor_pointer()
.hover(|s| s.bg(theme.bg_row_hover))
.child(SharedString::from(play_label.to_string()))
.on_click(cx.listener(|sim, _ev, _w, cx| {
sim.running = !sim.running;
cx.notify();
}));
let reset = div()
.id("reset")
.px(px(10.))
.py(px(7.))
.bg(chip)
.rounded(px(5.))
.text_color(theme.fg_text)
.cursor_pointer()
.hover(|s| s.bg(theme.bg_row_hover))
.child("↺ Re-sembrar")
.on_click(cx.listener(|sim, _ev, _w, cx| {
sim.reseed();
cx.notify();
}));
// --- Panel de estadísticas ---
let side = div()
.w(px(216.))
.flex()
.flex_col()
.gap(px(10.))
.p(px(12.))
.bg(panel)
.text_color(theme.fg_text)
.child(div().text_color(theme.fg_muted).child("[SIM]"))
.child(play)
.child(reset)
.child(div().h(px(1.)).bg(theme.border))
.child(stat_row("Población", format!("{}", stats.poblacion), &theme))
.child(stat_row("Materia", format!("{:.0}", stats.materia), &theme))
.child(stat_row("Oro", format!("{:.0}", stats.oro), &theme))
.child(stat_row("Energía", format!("{:.0}", stats.energia), &theme))
.child(div().h(px(1.)).bg(theme.border))
.child(
div()
.text_color(theme.fg_muted)
.child(SharedString::from(format!("grilla {GRID}×{GRID}"))),
)
.child(
div()
.text_color(theme.fg_muted)
.child("relieve = materia (Z)"),
);
// --- Composición ---
div()
.size_full()
.flex()
.flex_col()
.bg(theme.bg_app)
.child(status)
.child(
div()
.flex()
.flex_row()
.flex_1()
.child(canvas)
.child(side),
)
}
}
fn main() {
launch_app("brahman · dominium", (1120., 720.), Sim::new);
}
@@ -0,0 +1,12 @@
[package]
name = "dominium-canvas-gpui"
version.workspace = true
edition.workspace = true
license.workspace = true
authors.workspace = true
publish.workspace = true
description = "dominium — backend GPUI: un Element que pinta un RenderPlan isométrico como quads, centrado en sus bounds. El único crate de dominium que toca gpui."
[dependencies]
dominium-render-plan = { path = "../dominium-render-plan" }
gpui = { workspace = true }
@@ -0,0 +1,174 @@
//! `dominium-canvas-gpui` — el único crate de dominium que importa `gpui`.
//!
//! Toda la cadena `dominium-core → physics → iso → render-plan` es
//! agnóstica de backend. Este crate cierra el circuito: un [`Element`]
//! de GPUI que recibe un [`RenderPlan`] ya resuelto y lo vuelca a
//! `paint_quad`, centrando la maqueta en los bounds disponibles.
//!
//! Si mañana el frontend fuera web o TUI, se escribe un
//! `dominium-canvas-web` hermano sin tocar una línea del núcleo.
#![forbid(unsafe_code)]
use std::panic;
use dominium_render_plan::{Color, RenderPlan};
use gpui::{
fill, hsla, point, px, size, App, Bounds, Element, ElementId, GlobalElementId, Hsla,
InspectorElementId, IntoElement, LayoutId, Pixels, Style, Window,
};
/// Convierte un color RGBA lineal (`[f32;4]`) a `Hsla`, que es lo que
/// GPUI consume. Misma convención de conversión que el backend de
/// `pineal` — sin gamma.
pub fn rgba_to_hsla(c: Color) -> Hsla {
let (r, g, b, a) = (c[0], c[1], c[2], c[3]);
let max = r.max(g).max(b);
let min = r.min(g).min(b);
let l = (max + min) * 0.5;
let delta = max - min;
if delta.abs() < 1e-6 {
return hsla(0.0, 0.0, l, a);
}
let s = if l < 0.5 {
delta / (max + min)
} else {
delta / (2.0 - max - min)
};
let h = if max == r {
((g - b) / delta).rem_euclid(6.0)
} else if max == g {
(b - r) / delta + 2.0
} else {
(r - g) / delta + 4.0
};
hsla(h / 6.0, s, l, a)
}
/// `Element` GPUI que pinta una maqueta isométrica.
///
/// Construir uno nuevo en cada `render()` del host con el `RenderPlan`
/// del frame actual — el Element no guarda estado entre frames.
pub struct DominiumCanvas {
plan: RenderPlan,
background: Option<Hsla>,
}
impl DominiumCanvas {
/// Envuelve un `RenderPlan` listo para pintar.
pub fn new(plan: RenderPlan) -> Self {
Self { plan, background: None }
}
/// Pinta un fondo sólido antes de los quads.
pub fn background(mut self, color: Hsla) -> Self {
self.background = Some(color);
self
}
}
impl IntoElement for DominiumCanvas {
type Element = Self;
fn into_element(self) -> Self::Element {
self
}
}
impl Element for DominiumCanvas {
type RequestLayoutState = ();
type PrepaintState = ();
fn id(&self) -> Option<ElementId> {
None
}
fn source_location(&self) -> Option<&'static panic::Location<'static>> {
None
}
fn request_layout(
&mut self,
_id: Option<&GlobalElementId>,
_inspector_id: Option<&InspectorElementId>,
window: &mut Window,
cx: &mut App,
) -> (LayoutId, Self::RequestLayoutState) {
let mut style = Style::default();
style.size.width = gpui::Length::Definite(gpui::DefiniteLength::Fraction(1.0));
style.size.height = gpui::Length::Definite(gpui::DefiniteLength::Fraction(1.0));
(window.request_layout(style, [], cx), ())
}
fn prepaint(
&mut self,
_id: Option<&GlobalElementId>,
_inspector_id: Option<&InspectorElementId>,
_bounds: Bounds<Pixels>,
_layout: &mut Self::RequestLayoutState,
_window: &mut Window,
_cx: &mut App,
) -> Self::PrepaintState {
}
fn paint(
&mut self,
_id: Option<&GlobalElementId>,
_inspector_id: Option<&InspectorElementId>,
bounds: Bounds<Pixels>,
_layout: &mut Self::RequestLayoutState,
_prepaint: &mut Self::PrepaintState,
window: &mut Window,
_cx: &mut App,
) {
let ox: f32 = bounds.origin.x.into();
let oy: f32 = bounds.origin.y.into();
let bw: f32 = bounds.size.width.into();
let bh: f32 = bounds.size.height.into();
if let Some(bg) = self.background {
window.paint_quad(fill(bounds, bg));
}
// Centra la maqueta: el centro de la caja envolvente del plan
// se alinea con el centro de los bounds del Element.
let plan_cx = (self.plan.min_x + self.plan.max_x) * 0.5;
let plan_cy = (self.plan.min_y + self.plan.max_y) * 0.5;
let off_x = ox + bw * 0.5 - plan_cx;
let off_y = oy + bh * 0.5 - plan_cy;
// Los quads ya vienen ordenados de atrás hacia adelante.
for q in &self.plan.quads {
let rect = Bounds {
origin: point(px(q.x + off_x), px(q.y + off_y)),
size: size(px(q.w), px(q.h)),
};
window.paint_quad(fill(rect, rgba_to_hsla(q.color)));
}
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn pure_red_maps_to_hue_zero() {
let h = rgba_to_hsla([1.0, 0.0, 0.0, 1.0]);
assert!((h.h - 0.0).abs() < 1e-6);
assert!((h.s - 1.0).abs() < 1e-6);
assert!((h.l - 0.5).abs() < 1e-6);
}
#[test]
fn grey_has_zero_saturation() {
let h = rgba_to_hsla([0.4, 0.4, 0.4, 0.8]);
assert!((h.s - 0.0).abs() < 1e-6);
assert!((h.a - 0.8).abs() < 1e-6);
}
#[test]
fn alpha_passes_through() {
let h = rgba_to_hsla([0.0, 0.0, 1.0, 0.25]);
assert!((h.a - 0.25).abs() < 1e-6);
}
}