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public/proto/v12-gallery-noir.html

617 lines

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, user-scalable=no" />
<title>GALLERY NOIR · China Seas</title>
<style>
  :root { --gold:#c9a96e; --paper:#efe9dc; }
  * { box-sizing:border-box; margin:0; padding:0; }
  html,body { height:100%; overflow:hidden; background:#050505; color:var(--paper);
    font-family:"Helvetica Neue",Helvetica,Arial,sans-serif; -webkit-font-smoothing:antialiased; }
  #app { position:fixed; inset:0; }
  canvas { display:block; }

  /* ---- masthead ---- */
  .masthead { position:fixed; top:0; left:0; right:0; z-index:20; padding:80px 30px 46px;
    pointer-events:none; text-align:center;
    background:linear-gradient(180deg, rgba(3,3,3,.82) 0%, rgba(3,3,3,0) 100%); }
  .masthead .kicker { font-size:11px; letter-spacing:.46em; text-transform:uppercase;
    color:#9a8b6b; font-weight:600; }
  .masthead h1 { font-family:Georgia,"Times New Roman",serif; font-size:clamp(26px,4.4vw,46px);
    font-weight:400; letter-spacing:.12em; line-height:1; margin-top:9px; color:#f3eddf; }
  .masthead h1 b { font-weight:700; color:#e8cf97; }
  .masthead .sub { margin-top:10px; font-size:12px; letter-spacing:.05em; color:#857d6e;
    max-width:540px; margin-left:auto; margin-right:auto; }

  /* ---- focused board caption ---- */
  #caption { position:fixed; left:50%; bottom:96px; transform:translateX(-50%) translateY(14px);
    z-index:22; text-align:center; opacity:0; transition:opacity .5s, transform .5s cubic-bezier(.2,.8,.2,1);
    pointer-events:none; }
  #caption.show { opacity:1; transform:translateX(-50%) translateY(0); }
  #caption .cn { font-family:Georgia,serif; font-size:22px; letter-spacing:.02em; color:#f3eddf;
    text-shadow:0 2px 18px rgba(0,0,0,.9); }
  #caption .cc { margin-top:5px; font-size:10.5px; letter-spacing:.34em; text-transform:uppercase; color:#b59a63; }
  #caption .cspec { margin-top:9px; font-size:11.5px; letter-spacing:.04em; color:#9b9484; }
  #caption a.cta { pointer-events:auto; display:inline-block; margin-top:14px; padding:10px 26px;
    border:1px solid rgba(201,169,110,.55); border-radius:28px; color:#e8cf97; font-size:10.5px;
    letter-spacing:.24em; text-transform:uppercase; text-decoration:none; font-weight:700;
    background:rgba(201,169,110,.06); transition:background .15s, transform .15s; }
  #caption a.cta:hover { background:rgba(201,169,110,.18); transform:translateY(-1px); }

  .hint { position:fixed; bottom:30px; left:50%; transform:translateX(-50%); z-index:20;
    font-size:11px; letter-spacing:.3em; text-transform:uppercase; color:rgba(220,210,190,.42);
    pointer-events:none; transition:opacity .6s; }

  /* ---- FPS readout ---- */
  #fps { position:fixed; bottom:14px; right:16px; z-index:25; font:600 11px/1.3 ui-monospace,Menlo,monospace;
    color:#9a8b6b; background:rgba(8,8,8,.6); border:1px solid rgba(201,169,110,.25); border-radius:7px;
    padding:6px 10px; letter-spacing:.04em; cursor:pointer; -webkit-user-select:none; user-select:none; }
  #fps.off { opacity:.32; }

  /* ---- loading ---- */
  #boot { position:fixed; inset:0; z-index:50; display:flex; flex-direction:column;
    align-items:center; justify-content:center; background:#050505; transition:opacity .9s; }
  #boot .ring { width:44px; height:44px; border-radius:50%;
    border:2px solid rgba(201,169,110,.18); border-top-color:#c9a96e; animation:spin 1s linear infinite; }
  #boot .lbl { margin-top:18px; font-size:11px; letter-spacing:.36em; text-transform:uppercase; color:#7d745f; }
  @keyframes spin { to { transform:rotate(360deg); } }

  @media (max-width:720px){ .masthead .sub{display:none;} .masthead{padding-top:74px;} }
</style>
</head>
<body>
<div id="app"></div>

<div class="masthead">
  <div class="kicker">Designer Wallcoverings · The Noir Gallery</div>
  <h1>GALLERY <b>NOIR</b></h1>
  <div class="sub">China Seas, hung in a black-box gallery. One board steps into the light at a time —
    full pattern, edge to edge. Drag to swing the bank; tap a board to bring it forward.</div>
</div>

<div id="caption">
  <div class="cn" id="cap_name">—</div>
  <div class="cc" id="cap_coll">China Seas</div>
  <div class="cspec" id="cap_spec">—</div>
  <a class="cta" id="cap_cta" href="#" target="_blank" rel="noopener noreferrer">View Pattern →</a>
</div>

<div class="hint" id="hint">drag · click a board · scroll</div>
<div id="fps" title="Toggle FPS">— fps</div>

<div id="boot"><div class="ring"></div><div class="lbl" id="bootlbl">Dimming the gallery…</div></div>

<!-- r128 core (local) + r128 example modules (CDN, attach to global THREE) -->
<script src="./three.min.js"></script>
<script src="https://unpkg.com/three@0.128.0/examples/js/environments/RoomEnvironment.js"></script>
<script src="https://unpkg.com/three@0.128.0/examples/js/shaders/CopyShader.js"></script>
<script src="https://unpkg.com/three@0.128.0/examples/js/shaders/LuminosityHighPassShader.js"></script>
<script src="https://unpkg.com/three@0.128.0/examples/js/postprocessing/EffectComposer.js"></script>
<script src="https://unpkg.com/three@0.128.0/examples/js/postprocessing/RenderPass.js"></script>
<script src="https://unpkg.com/three@0.128.0/examples/js/postprocessing/ShaderPass.js"></script>
<script src="https://unpkg.com/three@0.128.0/examples/js/postprocessing/UnrealBloomPass.js"></script>
<script>
"use strict";
(function () {
  const API = "/api/showroom/products?limit=50";
  const app = document.getElementById("app");
  const bootlbl = document.getElementById("bootlbl");
  const W = ()=>window.innerWidth, H = ()=>window.innerHeight;
  const clamp = (v,a,b)=>Math.max(a,Math.min(b,v));
  const lerp = (a,b,t)=>a+(b-a)*t;

  // -------------------------------------------------------------------------
  // RENDERER (high-end baseline)
  // -------------------------------------------------------------------------
  const renderer = new THREE.WebGLRenderer({ antialias:true, powerPreference:"high-performance" });
  renderer.setPixelRatio(Math.min(window.devicePixelRatio||1, 2));
  renderer.setSize(W(), H());
  if ("outputColorSpace" in renderer) renderer.outputColorSpace = THREE.SRGBColorSpace;
  else if ("outputEncoding" in renderer) renderer.outputEncoding = THREE.sRGBEncoding;
  renderer.toneMapping = THREE.ACESFilmicToneMapping;
  renderer.toneMappingExposure = 1.04;
  if ("physicallyCorrectLights" in renderer) renderer.physicallyCorrectLights = true;
  renderer.shadowMap.enabled = true;
  renderer.shadowMap.type = THREE.PCFSoftShadowMap;
  renderer.setClearColor(0x040404, 1);
  app.appendChild(renderer.domElement);
  const MAX_ANISO = renderer.capabilities.getMaxAnisotropy();

  const scene = new THREE.Scene();
  scene.background = new THREE.Color(0x050505);
  scene.fog = new THREE.FogExp2(0x040404, 0.030);

  const camera = new THREE.PerspectiveCamera(46, W()/H(), 0.1, 200);
  camera.position.set(0, 1.55, 9.4);
  camera.lookAt(0, 1.55, 0);

  // -------------------------------------------------------------------------
  // PMREM ENVIRONMENT (RoomEnvironment) — so dark metals & gloss reflect
  // -------------------------------------------------------------------------
  (function buildEnv(){
    try {
      const pmrem = new THREE.PMREMGenerator(renderer);
      const env = new THREE.RoomEnvironment();
      const envMap = pmrem.fromScene(env, 0.04).texture;
      scene.environment = envMap;
      pmrem.dispose();
    } catch(e){ /* env optional */ }
  })();

  // -------------------------------------------------------------------------
  // LIGHTING — deep chiaroscuro: low ambient, cool fill, warm rim, plus a
  // single warm SpotLight that follows the featured board.
  // -------------------------------------------------------------------------
  scene.add(new THREE.AmbientLight(0x161a22, 0.42));

  const fill = new THREE.DirectionalLight(0x6f7d96, 0.22);   // cool fill from left
  fill.position.set(-7, 6, 6); scene.add(fill);

  const rim = new THREE.DirectionalLight(0xffd9a0, 0.30);    // warm rim from behind-right
  rim.position.set(6, 4, -8); scene.add(rim);

  const key = new THREE.DirectionalLight(0xfff1da, 0.30);    // soft key
  key.position.set(2, 9, 8);
  key.castShadow = true;
  key.shadow.mapSize.set(2048, 2048);
  key.shadow.camera.near = 1; key.shadow.camera.far = 40;
  key.shadow.camera.left = -10; key.shadow.camera.right = 10;
  key.shadow.camera.top = 10; key.shadow.camera.bottom = -10;
  key.shadow.bias = -0.0004; key.shadow.radius = 4;
  scene.add(key);

  // the hero spotlight — warm, tight, casts the gallery shadow on the focused board
  const spot = new THREE.SpotLight(0xffe6bd, 0, 16, Math.PI/7.5, 0.45, 1.4);
  spot.position.set(0, 6.2, 5.4);
  spot.castShadow = true;
  spot.shadow.mapSize.set(2048, 2048);
  spot.shadow.camera.near = 1; spot.shadow.camera.far = 22;
  spot.shadow.bias = -0.0005; spot.shadow.radius = 5;
  scene.add(spot);
  const spotTarget = new THREE.Object3D(); scene.add(spotTarget);
  spot.target = spotTarget;

  // -------------------------------------------------------------------------
  // ROOM — matte black walls + polished dark-concrete floor (reflective)
  // -------------------------------------------------------------------------
  const FLOOR_Y = 0;
  (function buildRoom(){
    // back wall (the gallery void behind the bank)
    const wallMat = new THREE.MeshStandardMaterial({ color:0x0a0a0b, roughness:0.94, metalness:0.0 });
    const back = new THREE.Mesh(new THREE.PlaneGeometry(60, 24), wallMat);
    back.position.set(0, 6, -7.5); back.receiveShadow = true; scene.add(back);

    const sideMat = new THREE.MeshStandardMaterial({ color:0x080809, roughness:0.96, metalness:0.0 });
    const left = new THREE.Mesh(new THREE.PlaneGeometry(40, 24), sideMat);
    left.position.set(-14, 6, 2); left.rotation.y = Math.PI/2; scene.add(left);
    const right = left.clone(); right.position.x = 14; right.rotation.y = -Math.PI/2; scene.add(right);

    // ceiling (very dark, no light bounce)
    const ceil = new THREE.Mesh(new THREE.PlaneGeometry(60, 40),
      new THREE.MeshStandardMaterial({ color:0x060607, roughness:1.0 }));
    ceil.position.set(0, 13, 0); ceil.rotation.x = Math.PI/2; scene.add(ceil);

    // POLISHED DARK CONCRETE FLOOR — clearcoat physical material gives soft
    // env reflections; a procedural roughness texture keeps it from being a
    // mirror. The mirrored board "reflection" group below adds the contact glow.
    const floorMat = new THREE.MeshPhysicalMaterial({
      color:0x0c0c0e, roughness:0.34, metalness:0.0,
      clearcoat:0.85, clearcoatRoughness:0.42, envMapIntensity:0.5
    });
    floorMat.roughnessMap = makeConcreteRoughness();
    floorMat.roughnessMap.wrapS = floorMat.roughnessMap.wrapT = THREE.RepeatWrapping;
    floorMat.roughnessMap.repeat.set(8, 8);
    const floor = new THREE.Mesh(new THREE.PlaneGeometry(60, 40), floorMat);
    floor.rotation.x = -Math.PI/2; floor.position.y = FLOOR_Y; floor.receiveShadow = true;
    scene.add(floor);
  })();

  // procedural subtle concrete roughness (canvas → texture, $0 local)
  function makeConcreteRoughness(){
    const c = document.createElement("canvas"); c.width = c.height = 256;
    const x = c.getContext("2d");
    x.fillStyle = "#777"; x.fillRect(0,0,256,256);
    const img = x.getImageData(0,0,256,256); const d = img.data;
    for(let i=0;i<d.length;i+=4){ const n = (Math.random()*70)|0; d[i]=d[i+1]=d[i+2]=110+n; }
    x.putImageData(img,0,0);
    const t = new THREE.CanvasTexture(c); t.anisotropy = MAX_ANISO; return t;
  }

  // -------------------------------------------------------------------------
  // THE WING BANK — thin dark-framed boards, ~2" apart on an arc, side swivel.
  // Frames use InstancedMesh (one geometry, one material, 50 instances).
  // -------------------------------------------------------------------------
  const BOARD_W = 1.46;       // ~30" wide board face (world units; 1u ≈ 20.5")
  const BOARD_H = 3.55;       // ~6' tall
  const FRAME_T = 0.045;      // thin frame border thickness
  const FRAME_D = 0.05;       // frame depth
  const GAP = 0.10;           // ~2" between closed boards
  const PITCH = BOARD_W + GAP;
  const BANK_Z = -4.4;        // closed boards rest here
  const N_TARGET = 50;

  const boards = [];          // { group, faceMesh, data, idx, base x }
  let products = [];
  let focusIdx = 0;           // which board is featured (center, swung open)

  // shared geometries / materials
  const faceGeo = new THREE.PlaneGeometry(BOARD_W, BOARD_H);
  // dark bronze frame material
  const frameMat = new THREE.MeshStandardMaterial({ color:0x231d16, roughness:0.5, metalness:0.85, envMapIntensity:0.9 });
  // placeholder face (warm gray) until the real texture loads
  function placeholderFace(){
    return new THREE.MeshPhysicalMaterial({ color:0x171615, roughness:0.62, metalness:0.0, envMapIntensity:0.4 });
  }

  // build a single board: a Group pivoting on its LEFT edge (side swivel) so it
  // can swing face-on like the reference. Group origin = left hinge.
  function buildBoard(idx){
    const g = new THREE.Group();
    // backing board (very thin) — gives the face something to sit on
    const backing = new THREE.Mesh(
      new THREE.BoxGeometry(BOARD_W + FRAME_T*1.6, BOARD_H + FRAME_T*1.6, 0.03),
      new THREE.MeshStandardMaterial({ color:0x100f0e, roughness:0.85, metalness:0.05 })
    );
    backing.position.set(BOARD_W/2, BOARD_H/2 + 0.02, -0.02);
    backing.castShadow = true; backing.receiveShadow = true;
    g.add(backing);

    // pattern face
    const faceMat = placeholderFace();
    const face = new THREE.Mesh(faceGeo, faceMat);
    face.position.set(BOARD_W/2, BOARD_H/2 + 0.02, 0.012);
    face.castShadow = false; face.receiveShadow = true;
    face.userData.idx = idx;
    g.add(face);

    // four thin frame bars (built per board but light — could be instanced; kept
    // grouped so they swivel with the board. Frame instancing handled separately
    // would break the hinge transform, so per-board bars are correct here.)
    const fb = new THREE.BoxGeometry(BOARD_W + FRAME_T*2, FRAME_T, FRAME_D);
    const fv = new THREE.BoxGeometry(FRAME_T, BOARD_H + FRAME_T*2, FRAME_D);
    const top = new THREE.Mesh(fb, frameMat); top.position.set(BOARD_W/2, BOARD_H + FRAME_T/2 + 0.02, 0.02); top.castShadow = true;
    const bot = new THREE.Mesh(fb, frameMat); bot.position.set(BOARD_W/2, FRAME_T/2 + 0.02 - 0.0, 0.02); bot.castShadow = true;
    const lf  = new THREE.Mesh(fv, frameMat); lf.position.set(-FRAME_T/2, BOARD_H/2 + 0.02, 0.02); lf.castShadow = true;
    const rt  = new THREE.Mesh(fv, frameMat); rt.position.set(BOARD_W + FRAME_T/2, BOARD_H/2 + 0.02, 0.02); rt.castShadow = true;
    g.add(top, bot, lf, rt);

    scene.add(g);
    return { group:g, face, faceMat, idx, data:null, texLoaded:false, swivel:0, lift:0 };
  }

  // -------------------------------------------------------------------------
  // FLOOR REFLECTION — a mirrored, dimmed clone of the featured board's face,
  // sitting below the floor line → soft contact reflection (cheap, 1 mesh).
  // -------------------------------------------------------------------------
  const reflGeo = new THREE.PlaneGeometry(BOARD_W, BOARD_H);
  const reflMat = new THREE.MeshBasicMaterial({ transparent:true, opacity:0.0, depthWrite:false, side:THREE.FrontSide });
  const reflMesh = new THREE.Mesh(reflGeo, reflMat);
  reflMesh.scale.y = -1;            // mirror vertically
  reflMesh.renderOrder = 1;
  scene.add(reflMesh);

  // -------------------------------------------------------------------------
  // TEXTURE LOADER — lazy: only load the featured board + a window of neighbours
  // -------------------------------------------------------------------------
  const texCache = new Map();   // url -> THREE.Texture
  function imgURL(u){
    if(!u) return null;
    if(/cdn\.shopify\.com/.test(u) || /^\//.test(u)) return u;
    return "/api/proxy/image?url=" + encodeURIComponent(u);
  }
  function loadTexture(url){
    if(texCache.has(url)) return Promise.resolve(texCache.get(url));
    return new Promise((resolve)=>{
      const img = new Image(); img.crossOrigin = "anonymous";
      img.onload = ()=>{
        const tex = new THREE.Texture(img);
        if("colorSpace" in tex) tex.colorSpace = THREE.SRGBColorSpace;
        else tex.encoding = THREE.sRGBEncoding;
        tex.anisotropy = MAX_ANISO;
        tex.wrapS = tex.wrapT = THREE.RepeatWrapping;
        // 27" pattern across a ~30" board face → show roughly one full repeat,
        // slightly less so the full motif reads clean edge-to-edge.
        tex.repeat.set(1, 1.0);
        tex.needsUpdate = true;
        texCache.set(url, tex);
        resolve(tex);
      };
      img.onerror = ()=>resolve(null);
      img.src = url;
    });
  }

  function ensureBoardTexture(b){
    if(b.texLoaded || !b.data) return;
    const url = imgURL(b.data.image || b.data.tile);
    if(!url){ b.texLoaded = true; return; }
    b.texLoaded = true;
    loadTexture(url).then(tex=>{
      if(!tex) return;
      const m = new THREE.MeshPhysicalMaterial({
        map:tex, roughness:0.58, metalness:0.0, clearcoat:0.10, clearcoatRoughness:0.6, envMapIntensity:0.35
      });
      b.face.material.dispose && b.face.material.dispose();
      b.face.material = m; b.faceMat = m;
    });
  }

  // window-load textures around the focused board so we never hold 50 at once
  function refreshTextureWindow(){
    const WIN = 4;
    for(let i=0;i<boards.length;i++){
      const d = Math.min(Math.abs(i-focusIdx), boards.length-Math.abs(i-focusIdx));
      if(d <= WIN) ensureBoardTexture(boards[i]);
    }
  }

  // -------------------------------------------------------------------------
  // LAYOUT — closed boards line up along X on a gentle concave arc facing the
  // viewer; the focused board slides to center (x≈0) and swivels open.
  // -------------------------------------------------------------------------
  function closedX(i){ return (i - focusIdx) * PITCH; }       // relative slot
  function arcZ(x){ return BANK_Z - Math.abs(x)*0.018; }      // very gentle concavity

  // -------------------------------------------------------------------------
  // INTERACTION
  // -------------------------------------------------------------------------
  let pan = 0, targetFocus = 0;     // targetFocus is a float for smooth carousel travel
  const ray = new THREE.Raycaster();
  const ndc = new THREE.Vector2();

  function setFocus(i){
    targetFocus = clamp(i, 0, boards.length-1);
    focusIdx = Math.round(targetFocus);
    refreshTextureWindow();
    showCaption(boards[focusIdx]);
  }

  // drag to swing the bank; wheel to step
  let dragging=false, dragX=0, focusStart=0, moved=0;
  renderer.domElement.addEventListener("pointerdown",(e)=>{
    dragging=true; moved=0; dragX=e.clientX; focusStart=targetFocus;
    renderer.domElement.setPointerCapture(e.pointerId);
  });
  renderer.domElement.addEventListener("pointermove",(e)=>{
    if(!dragging) return;
    const dx = e.clientX - dragX; moved += Math.abs(dx);
    targetFocus = clamp(focusStart - dx/120, 0, boards.length-1);
    focusIdx = Math.round(targetFocus);
  });
  renderer.domElement.addEventListener("pointerup",(e)=>{
    dragging=false;
    if(moved < 6){ tryPick(e); }
    else { setFocus(Math.round(targetFocus)); }
  });
  window.addEventListener("wheel",(e)=>{
    e.preventDefault();
    const dom = (Math.abs(e.deltaX)>Math.abs(e.deltaY))?e.deltaX:e.deltaY;
    setFocus(Math.round(targetFocus) + (dom>0?1:-1));
  }, { passive:false });

  function tryPick(e){
    const r = renderer.domElement.getBoundingClientRect();
    ndc.x = ((e.clientX-r.left)/r.width)*2 - 1;
    ndc.y = -((e.clientY-r.top)/r.height)*2 + 1;
    ray.setFromCamera(ndc, camera);
    const meshes = boards.map(b=>b.face);
    const hits = ray.intersectObjects(meshes, false);
    if(hits.length){
      const idx = hits[0].object.userData.idx;
      if(idx===focusIdx){ const d=boards[idx].data; if(d && d.store_url) window.open(d.store_url,"_blank","noopener"); }
      else setFocus(idx);
    }
  }

  // -------------------------------------------------------------------------
  // CAPTION
  // -------------------------------------------------------------------------
  const capEl = document.getElementById("caption");
  function showCaption(b){
    if(!b || !b.data){ capEl.classList.remove("show"); return; }
    const d = b.data;
    document.getElementById("cap_name").textContent = d.pattern_name || d.title || "Untitled";
    document.getElementById("cap_coll").textContent = (d.collection || d.vendor || "China Seas");
    const bits = [];
    if(d.width) bits.push(`${d.width}" wide`);
    if(d.repeat) bits.push(`${d.repeat}" repeat`);
    if(d.match_type) bits.push(d.match_type);
    document.getElementById("cap_spec").textContent = bits.join("  ·  ") || "China Seas";
    const cta = document.getElementById("cap_cta");
    if(d.store_url){ cta.href = d.store_url; cta.style.display="inline-block"; }
    else cta.style.display="none";
    capEl.classList.add("show");
  }

  // -------------------------------------------------------------------------
  // POST-PROCESSING — tasteful bloom on the warm highlights
  // -------------------------------------------------------------------------
  let composer=null, bloomPass=null;
  function buildComposer(){
    if(!THREE.EffectComposer || !THREE.UnrealBloomPass) return false;
    composer = new THREE.EffectComposer(renderer);
    composer.setPixelRatio(Math.min(window.devicePixelRatio||1, 2));
    composer.setSize(W(), H());
    composer.addPass(new THREE.RenderPass(scene, camera));
    bloomPass = new THREE.UnrealBloomPass(new THREE.Vector2(W(), H()), 0.42, 0.7, 0.86);
    composer.addPass(bloomPass);
    return true;
  }
  const HAS_BLOOM = buildComposer();

  // -------------------------------------------------------------------------
  // RESIZE
  // -------------------------------------------------------------------------
  window.addEventListener("resize", ()=>{
    camera.aspect = W()/H(); camera.updateProjectionMatrix();
    renderer.setSize(W(), H());
    if(composer) composer.setSize(W(), H());
  });

  // -------------------------------------------------------------------------
  // FPS readout + pause on hidden
  // -------------------------------------------------------------------------
  const fpsEl = document.getElementById("fps");
  let fpsOn = true, frames=0, fpsT0=performance.now(), fpsVal=0;
  fpsEl.addEventListener("click", ()=>{ fpsOn=!fpsOn; fpsEl.classList.toggle("off",!fpsOn); });
  let running = true;
  document.addEventListener("visibilitychange", ()=>{
    running = !document.hidden;
    if(running){ t0=performance.now(); requestAnimationFrame(tick); }
  });

  // -------------------------------------------------------------------------
  // RENDER LOOP
  // -------------------------------------------------------------------------
  let t0 = performance.now();
  function tick(now){
    if(!running) return;
    const dt = Math.min((now - t0)/1000, 0.05); t0 = now;

    // smooth carousel travel toward target
    pan += (targetFocus - pan) * Math.min(1, dt*7.0);
    const eased = pan;

    for(let i=0;i<boards.length;i++){
      const b = boards[i];
      const rel = i - eased;                 // signed slot offset from center
      const openAmt = clamp(1 - Math.abs(rel)*1.35, 0, 1);  // 1 at center → 0 a slot away

      // swivel: the centered board faces fully on (0); neighbours rake away so
      // they read as thin slivers beside the open face (per the v3 reference).
      const targetSwivel = (rel<0 ? 1 : -1) * (1-openAmt) * 1.0;
      b.swivel += (targetSwivel - b.swivel)*Math.min(1,dt*9);
      b.group.rotation.y = b.swivel;

      // The group pivots on its LEFT edge, so the face center sits at
      // (groupX + (BOARD_W/2)·cos(swivel)). We want that face center at the slot
      // x = rel·PITCH, so solve groupX = slotX − (BOARD_W/2)·cos(swivel).
      const slotX = rel * PITCH;
      const targetX = slotX - (BOARD_W/2) * Math.cos(b.swivel);
      const targetZ = arcZ(slotX) + openAmt*1.55;        // glides forward when centered

      b.group.position.x += (targetX - b.group.position.x)*Math.min(1,dt*9);
      b.group.position.z += (targetZ - b.group.position.z)*Math.min(1,dt*9);
      b.group.position.y = 0;

      // CHIAROSCURO — fade the face/frame brightness with distance from center so
      // only the featured board sits fully in the warm light; neighbours recede
      // into the dark. Driven on the material so it survives the swivel.
      const litTarget = 0.18 + 0.82*Math.pow(openAmt, 1.4);
      if(b._lit===undefined) b._lit = litTarget;
      b._lit += (litTarget - b._lit)*Math.min(1,dt*6);
      if(b.faceMat){ b.faceMat.color.setScalar(b._lit); }
      b.face.children; // (no-op keep)

      // depth-cull faces far off-center for fewer pixels drawn (still in scene)
      const farOff = Math.abs(rel) > 7;
      b.group.visible = !farOff;
    }

    // spotlight + reflection track the featured board
    const front = boards[focusIdx];
    if(front){
      const fx = front.group.position.x + BOARD_W/2;
      spotTarget.position.set(fx, BOARD_H*0.5, front.group.position.z);
      spot.position.set(fx, 6.4, front.group.position.z + 5.2);
      spot.intensity += ((HAS_PRODUCTS?7.5:0) - spot.intensity)*Math.min(1,dt*5);

      // reflection: clone featured face material, place mirrored below floor
      if(front.faceMat && front.faceMat.map){
        reflMat.map = front.faceMat.map;
        reflMat.opacity += (0.16 - reflMat.opacity)*Math.min(1,dt*5);
        reflMesh.position.set(fx, -BOARD_H/2 - 0.02, front.group.position.z + 0.02);
        reflMesh.needsUpdate = true;
      } else {
        reflMat.opacity += (0 - reflMat.opacity)*Math.min(1,dt*5);
      }
    }

    if(HAS_BLOOM && composer) composer.render();
    else renderer.render(scene, camera);

    // fps
    frames++;
    if(now - fpsT0 >= 500){
      fpsVal = Math.round(frames*1000/(now-fpsT0)); frames=0; fpsT0=now;
      if(fpsOn) fpsEl.textContent = fpsVal + " fps";
      window.__GN_FPS = fpsVal;
    }
    requestAnimationFrame(tick);
  }

  // -------------------------------------------------------------------------
  // BOOT
  // -------------------------------------------------------------------------
  let HAS_PRODUCTS = false;
  async function start(){
    try {
      const res = await fetch(API);
      const json = await res.json();
      products = (json.products||[]).slice(0, N_TARGET);
    } catch(e){
      bootlbl.textContent = "Could not reach the catalog.";
      console.error("fetch failed", e);
      return;
    }
    if(!products.length){ bootlbl.textContent = "No products returned."; return; }
    HAS_PRODUCTS = true;

    // build boards (one per product, capped at 50)
    for(let i=0;i<products.length;i++){
      const b = buildBoard(i);
      b.data = products[i];
      // seed initial transform near final so the first frame isn't a stampede
      b.group.position.set((i-0)*PITCH, 0, BANK_Z);
      boards.push(b);
    }
    bootlbl.textContent = `Hanging ${boards.length} boards…`;

    // open in the middle of the bank for a full-looking first frame
    focusIdx = Math.min(2, boards.length-1);
    pan = targetFocus = focusIdx;
    refreshTextureWindow();

    // wait for the featured texture before revealing (so it's never a void)
    const featUrl = imgURL(boards[focusIdx].data.image || boards[focusIdx].data.tile);
    await loadTexture(featUrl).catch(()=>null);
    ensureBoardTexture(boards[focusIdx]);
    showCaption(boards[focusIdx]);

    // expose probe for headless verification
    window.__GN__ = {
      boards: ()=>boards.length,
      textured: ()=>boards.filter(b=>b.faceMat && b.faceMat.map).length,
      focus: ()=>focusIdx,
      fps: ()=>window.__GN_FPS||0,
      ready: true
    };

    finishBoot();
    requestAnimationFrame(tick);
  }

  function finishBoot(){
    const boot = document.getElementById("boot");
    boot.style.opacity = "0";
    setTimeout(()=>boot.remove(), 950);
    const hint = document.getElementById("hint");
    setTimeout(()=>{ hint.style.opacity="0"; }, 6000);
  }

  start();
})();
</script>

<script>window.PROTO_META={"key":"V12","label":"V12 — Gallery Noir","elements":[
  {"n":1,"label":"Black-box gallery — matte walls, deep chiaroscuro"},
  {"n":2,"label":"Thin dark-bronze framed boards, ~2\" apart on a side swivel"},
  {"n":3,"label":"Warm spotlight follows the featured board"},
  {"n":4,"label":"Polished dark-concrete floor with contact reflection"},
  {"n":5,"label":"Click a board → carousel-shift to center → full pattern face"}
]};</script>
<script src="./proto-chrome.js"></script>
</body>
</html>