← back to Quadrille Showroom
public/proto/v13-atrium-daylight.html
647 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>ATRIUM DAYLIGHT · China Seas</title>
<style>
:root { --ink:#2b2b28; --paper:#fbf9f3; --accent:#8a7a55; }
* { box-sizing:border-box; margin:0; padding:0; }
html,body { height:100%; overflow:hidden; background:#eaf1f6; color:var(--ink);
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:34px 30px 56px;
pointer-events:none; text-align:center;
background:linear-gradient(180deg, rgba(251,249,243,.9) 0%, rgba(251,249,243,0) 100%); }
.masthead .kicker { font-size:11px; letter-spacing:.46em; text-transform:uppercase;
color:#9a8c66; font-weight:600; }
.masthead h1 { font-family:Georgia,"Times New Roman",serif; font-size:clamp(26px,4.4vw,46px);
font-weight:400; letter-spacing:.1em; line-height:1; margin-top:9px; color:#34322c; }
.masthead h1 b { font-weight:700; color:#8a7a55; }
.masthead .sub { margin-top:10px; font-size:12px; letter-spacing:.04em; color:#6f6a5e;
max-width:560px; margin-left:auto; margin-right:auto; }
/* ---- focused board caption ---- */
#caption { position:fixed; left:50%; bottom:84px; 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:.01em; color:#2f2d27;
text-shadow:0 1px 14px rgba(255,255,255,.8); }
#caption .cc { margin-top:5px; font-size:10.5px; letter-spacing:.34em; text-transform:uppercase; color:#9a8c66; }
#caption .cspec { margin-top:9px; font-size:11.5px; letter-spacing:.04em; color:#6a6458; }
#caption a.cta { pointer-events:auto; display:inline-block; margin-top:14px; padding:10px 26px;
border:1px solid rgba(138,122,85,.55); border-radius:28px; color:#6e5f3d; font-size:10.5px;
letter-spacing:.24em; text-transform:uppercase; text-decoration:none; font-weight:700;
background:rgba(138,122,85,.08); transition:background .15s, transform .15s; }
#caption a.cta:hover { background:rgba(138,122,85,.2); transform:translateY(-1px); }
.hint { position:fixed; bottom:28px; left:50%; transform:translateX(-50%); z-index:20;
font-size:11px; letter-spacing:.3em; text-transform:uppercase; color:rgba(70,66,56,.5);
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:#6e5f3d; background:rgba(255,255,255,.6); border:1px solid rgba(138,122,85,.3); 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:linear-gradient(180deg,#dcebf4 0%, #f3f6f1 58%, #efe9da 100%); transition:opacity .9s; }
#boot .ring { width:44px; height:44px; border-radius:50%;
border:2px solid rgba(138,122,85,.22); border-top-color:#8a7a55; animation:spin 1s linear infinite; }
#boot .lbl { margin-top:18px; font-size:11px; letter-spacing:.36em; text-transform:uppercase; color:#857a60; }
@keyframes spin { to { transform:rotate(360deg); } }
@media (max-width:720px){ .masthead .sub{display:none;} .masthead{padding-top:28px;} }
</style>
</head>
<body>
<div id="app"></div>
<div class="masthead">
<div class="kicker">Designer Wallcoverings · The Daylight Atrium</div>
<h1>ATRIUM <b>DAYLIGHT</b></h1>
<div class="sub">China Seas in a glass atrium — sun pouring across pale stone, soft shafts and long
shadows. One board steps forward at a time, full pattern edge to edge. Drag to swing the bank;
tap a board to bring it into the light.</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">Opening the atrium…</div></div>
<!-- r128 core (local). NOTE: r128 three.min.js has no UnrealBloomPass; this look
relies on the bright PMREM environment for highlights, not postprocessing. -->
<script src="./three.min.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 = 1.05; // bright but held back from blow-out
if ("physicallyCorrectLights" in renderer) renderer.physicallyCorrectLights = true;
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.setClearColor(0xdfeaf2, 1);
app.appendChild(renderer.domElement);
const MAX_ANISO = renderer.capabilities.getMaxAnisotropy();
const scene = new THREE.Scene();
// airy haze for atmospheric depth — light, not murky
scene.fog = new THREE.Fog(0xeaf1f6, 22, 58);
const camera = new THREE.PerspectiveCamera(46, W()/H(), 0.1, 220);
camera.position.set(0, 1.62, 9.4);
camera.lookAt(0, 1.6, 0);
// -------------------------------------------------------------------------
// SKY-GRADIENT ENVIRONMENT — a procedural luminous sky dome baked through
// PMREM so every gloss surface picks up soft daylight (IBL). Doubles as the
// visible backdrop sky so the atrium reads as glass-open to a bright sky.
// -------------------------------------------------------------------------
function makeSkyTexture(){
const c = document.createElement("canvas"); c.width = 16; c.height = 256;
const x = c.getContext("2d");
const g = x.createLinearGradient(0,0,0,256);
g.addColorStop(0.00, "#bcd9ee"); // high sky — soft cyan-blue
g.addColorStop(0.42, "#dfeaf2"); // pale horizon haze
g.addColorStop(0.62, "#f4f1e8"); // warm light band where sun pools
g.addColorStop(1.00, "#efe7d6"); // warm ground glow
x.fillStyle = g; x.fillRect(0,0,16,256);
const t = new THREE.CanvasTexture(c);
if("colorSpace" in t) t.colorSpace = THREE.SRGBColorSpace; else t.encoding = THREE.sRGBEncoding;
t.needsUpdate = true;
return t;
}
// big inverted sky sphere as the visible backdrop
(function buildSkyDome(){
const tex = makeSkyTexture();
const sky = new THREE.Mesh(
new THREE.SphereGeometry(120, 32, 24),
new THREE.MeshBasicMaterial({ map:tex, side:THREE.BackSide, fog:false, toneMapped:true })
);
scene.add(sky);
})();
// PMREM IBL from a bright gradient room scene → light wraps onto everything
(function buildEnv(){
try {
const pmrem = new THREE.PMREMGenerator(renderer);
// a simple bright box whose walls glow the sky palette = a daylight studio env
const envScene = new THREE.Scene();
const tex = makeSkyTexture();
const dome = new THREE.Mesh(
new THREE.SphereGeometry(40, 24, 16),
new THREE.MeshBasicMaterial({ map:tex, side:THREE.BackSide })
);
envScene.add(dome);
// a bright soft area light proxy (emissive panel) gives a hot key reflection
const sunPanel = new THREE.Mesh(
new THREE.PlaneGeometry(26, 26),
new THREE.MeshBasicMaterial({ color:0xffffff })
);
sunPanel.position.set(10, 16, 8); sunPanel.lookAt(0,0,0);
envScene.add(sunPanel);
const envMap = pmrem.fromScene(envScene, 0.02).texture;
scene.environment = envMap;
pmrem.dispose();
} catch(e){ /* env optional */ }
})();
// -------------------------------------------------------------------------
// LIGHTING — bright, airy daylight. Strong soft sky ambient + hemisphere
// (sky/ground bounce) + a warm low-angle SUN that throws long soft shadows
// across the pale stone. Cool fill keeps shadows from going muddy.
// -------------------------------------------------------------------------
// a touch less flat ambient so the warm sun can carve real (soft) shadow depth
scene.add(new THREE.AmbientLight(0xeaf2fb, 0.4));
const hemi = new THREE.HemisphereLight(0xcfe4f5, 0xe9e0cd, 0.78); // sky cyan over warm-stone bounce
hemi.position.set(0, 20, 0);
scene.add(hemi);
// the SUN — warm, low and raking from upper-left so shadows stretch long & soft
const sun = new THREE.DirectionalLight(0xfff4dc, 2.35);
sun.position.set(-11, 8.5, 7);
sun.castShadow = true;
sun.shadow.mapSize.set(2048, 2048);
sun.shadow.camera.near = 1; sun.shadow.camera.far = 50;
sun.shadow.camera.left = -16; sun.shadow.camera.right = 16;
sun.shadow.camera.top = 14; sun.shadow.camera.bottom = -6;
sun.shadow.bias = -0.0004; sun.shadow.radius = 7; // soft penumbra
scene.add(sun);
const sunTarget = new THREE.Object3D(); sunTarget.position.set(2, 1, -3); scene.add(sunTarget);
sun.target = sunTarget;
// gentle cool fill from camera-right so the shadow side still reads
const fill = new THREE.DirectionalLight(0xbcd3ea, 0.35);
fill.position.set(8, 5, 6); scene.add(fill);
// -------------------------------------------------------------------------
// ROOM — glass atrium: pale stone floor (clearcoat sheen), bright walls, a
// mullioned glass ceiling/back that lets the sky read through.
// -------------------------------------------------------------------------
const FLOOR_Y = 0;
// procedural pale-stone roughness/tint (canvas → texture, $0 local)
function makeStoneRoughness(){
const c = document.createElement("canvas"); c.width = c.height = 256;
const x = c.getContext("2d");
x.fillStyle = "#b8b8b8"; 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()*46)|0; const v=150+n; d[i]=d[i+1]=d[i+2]=v; }
x.putImageData(img,0,0);
// faint slab seams (limestone tiles) — slightly rougher grout lines
x.strokeStyle = "rgba(90,90,90,0.5)"; x.lineWidth = 2;
for(let i=0;i<=256;i+=64){ x.beginPath(); x.moveTo(i,0); x.lineTo(i,256); x.stroke();
x.beginPath(); x.moveTo(0,i); x.lineTo(256,i); x.stroke(); }
const t = new THREE.CanvasTexture(c); t.anisotropy = MAX_ANISO; return t;
}
function makeStoneColor(){
const c = document.createElement("canvas"); c.width = c.height = 256;
const x = c.getContext("2d");
x.fillStyle = "#ece7da"; x.fillRect(0,0,256,256); // warm pale limestone
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()*16-8)|0;
d[i]=clamp(236+n,210,250); d[i+1]=clamp(231+n,205,248); d[i+2]=clamp(218+n,195,238); }
x.putImageData(img,0,0);
x.strokeStyle = "rgba(150,142,124,0.45)"; x.lineWidth = 1.5;
for(let i=0;i<=256;i+=64){ x.beginPath(); x.moveTo(i,0); x.lineTo(i,256); x.stroke();
x.beginPath(); x.moveTo(0,i); x.lineTo(256,i); x.stroke(); }
const t = new THREE.CanvasTexture(c);
if("colorSpace" in t) t.colorSpace = THREE.SRGBColorSpace; else t.encoding = THREE.sRGBEncoding;
t.anisotropy = MAX_ANISO; return t;
}
(function buildRoom(){
// PALE STONE FLOOR — clearcoat physical gives a soft daylight sheen + long
// shadows land legibly on it. Tiled limestone color + roughness.
const stoneCol = makeStoneColor();
const stoneRgh = makeStoneRoughness();
stoneCol.wrapS = stoneCol.wrapT = THREE.RepeatWrapping; stoneCol.repeat.set(10,10);
stoneRgh.wrapS = stoneRgh.wrapT = THREE.RepeatWrapping; stoneRgh.repeat.set(10,10);
const floorMat = new THREE.MeshPhysicalMaterial({
map:stoneCol, roughnessMap:stoneRgh, roughness:0.62, metalness:0.0,
clearcoat:0.35, clearcoatRoughness:0.5, envMapIntensity:0.85
});
const floor = new THREE.Mesh(new THREE.PlaneGeometry(80, 60), floorMat);
floor.rotation.x = -Math.PI/2; floor.position.y = FLOOR_Y; floor.receiveShadow = true;
scene.add(floor);
// bright back wall — warm off-white plaster, receives the wing-bank shadow
const wallMat = new THREE.MeshStandardMaterial({ color:0xf3efe6, roughness:0.92, metalness:0.0, envMapIntensity:0.6 });
const back = new THREE.Mesh(new THREE.PlaneGeometry(70, 26), wallMat);
back.position.set(0, 7, -8.2); back.receiveShadow = true; scene.add(back);
// side walls — pale, recede toward the light
const sideMat = new THREE.MeshStandardMaterial({ color:0xf6f3ec, roughness:0.94, metalness:0.0, envMapIntensity:0.5 });
const left = new THREE.Mesh(new THREE.PlaneGeometry(40, 26), sideMat);
left.position.set(-16, 7, 2); left.rotation.y = Math.PI/2; left.receiveShadow = true; scene.add(left);
const right = left.clone(); right.position.x = 16; right.rotation.y = -Math.PI/2; scene.add(right);
// GLASS CEILING with mullions — thin frame grid against the bright sky so the
// atrium reads as a daylit glass roof. Mullions cast faint shadow bars too.
const mullMat = new THREE.MeshStandardMaterial({ color:0xd8d2c4, roughness:0.5, metalness:0.3, envMapIntensity:0.8 });
const ceilGroup = new THREE.Group();
const span = 36, depth = 30, y = 13;
for(let i=-span/2; i<=span/2; i+=4){
const bar = new THREE.Mesh(new THREE.BoxGeometry(0.12, 0.12, depth), mullMat);
bar.position.set(i, y, -2); ceilGroup.add(bar);
}
for(let j=-depth/2; j<=depth/2; j+=5){
const bar = new THREE.Mesh(new THREE.BoxGeometry(span, 0.12, 0.12), mullMat);
bar.position.set(0, y, j-2); ceilGroup.add(bar);
}
scene.add(ceilGroup);
// a few faint floating dust motes catching the light (tiny additive points)
const moteGeo = new THREE.BufferGeometry();
const MOTES = 120; const pos = new Float32Array(MOTES*3);
for(let i=0;i<MOTES;i++){
pos[i*3] = (Math.random()-0.5)*24;
pos[i*3+1] = Math.random()*9 + 1;
pos[i*3+2] = (Math.random()-0.5)*12 - 2;
}
moteGeo.setAttribute("position", new THREE.BufferAttribute(pos,3));
const moteMat = new THREE.PointsMaterial({ color:0xfff6e0, size:0.045, transparent:true,
opacity:0.5, depthWrite:false, blending:THREE.AdditiveBlending, sizeAttenuation:true });
const motes = new THREE.Points(moteGeo, moteMat);
scene.add(motes);
window.__motes = motes;
})();
// -------------------------------------------------------------------------
// THE WING BANK — thin pale-framed boards, ~2" apart, side swivel.
// Same proven mechanic as the gallery build; reskinned for daylight.
// -------------------------------------------------------------------------
const BOARD_W = 1.46; // ~30" wide board face
const BOARD_H = 3.55; // ~6' tall
const FRAME_T = 0.045; // thin frame border
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;
const N_TARGET = 50;
const boards = [];
let products = [];
let focusIdx = 0;
const faceGeo = new THREE.PlaneGeometry(BOARD_W, BOARD_H);
// thin light-bronze / champagne frame (matches the bright-gallery white frames)
const frameMat = new THREE.MeshStandardMaterial({ color:0xe8e2d3, roughness:0.42, metalness:0.55, envMapIntensity:1.0 });
function placeholderFace(){
return new THREE.MeshPhysicalMaterial({ color:0xf2efe7, roughness:0.6, metalness:0.0, envMapIntensity:0.5 });
}
function buildBoard(idx){
const g = new THREE.Group();
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:0xeae6db, roughness:0.8, 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);
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);
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, 0.02); 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, _lit:1 };
}
// -------------------------------------------------------------------------
// FLOOR REFLECTION — soft mirrored clone of the featured board (subtle on
// stone, just a hint of the pattern picked up by the polished slab).
// -------------------------------------------------------------------------
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;
reflMesh.renderOrder = 1;
scene.add(reflMesh);
// -------------------------------------------------------------------------
// TEXTURE LOADER — lazy: featured board + a window of neighbours only.
// -------------------------------------------------------------------------
const texCache = new Map();
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;
tex.repeat.set(1, 1.0); // ~one full 27" repeat across the board face
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:0.55, metalness:0.0, clearcoat:0.06, clearcoatRoughness:0.6, envMapIntensity:0.55
});
b.face.material.dispose && b.face.material.dispose();
b.face.material = m; b.faceMat = m;
});
}
function refreshTextureWindow(){
const WIN = 4;
for(let i=0;i<boards.length;i++){
if(Math.abs(i-focusIdx) <= WIN) ensureBoardTexture(boards[i]);
}
}
// -------------------------------------------------------------------------
// LAYOUT
// -------------------------------------------------------------------------
function arcZ(x){ return BANK_Z - Math.abs(x)*0.018; }
// -------------------------------------------------------------------------
// INTERACTION
// -------------------------------------------------------------------------
let pan = 0, targetFocus = 0;
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]);
}
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");
}
// -------------------------------------------------------------------------
// RESIZE
// -------------------------------------------------------------------------
window.addEventListener("resize", ()=>{
camera.aspect = W()/H(); camera.updateProjectionMatrix();
renderer.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;
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;
const openAmt = clamp(1 - Math.abs(rel)*1.35, 0, 1);
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;
const slotX = rel * PITCH;
const targetX = slotX - (BOARD_W/2) * Math.cos(b.swivel);
const targetZ = arcZ(slotX) + openAmt*1.55;
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;
// DAYLIGHT — everything stays bright (no chiaroscuro fade). The featured
// board is at full daylight; neighbours are only very gently cooled so the
// eye settles on center without losing the airy, well-lit feel.
const litTarget = 0.82 + 0.18*Math.pow(openAmt, 1.2);
b._lit += (litTarget - b._lit)*Math.min(1,dt*6);
if(b.faceMat){ b.faceMat.color.setScalar(b._lit); }
const farOff = Math.abs(rel) > 8;
b.group.visible = !farOff;
}
// sun + reflection track the featured board (sun follows so its long shadow
// sweeps with whatever's open)
const front = boards[focusIdx];
if(front){
const fx = front.group.position.x + BOARD_W/2;
sunTarget.position.set(fx*0.6, 1.2, front.group.position.z - 1);
reflMesh.visible = true;
if(front.faceMat && front.faceMat.map){
reflMat.map = front.faceMat.map;
reflMat.opacity += (0.11 - 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);
}
}
// drifting motes
if(window.__motes){
window.__motes.rotation.y = now*0.00004;
window.__motes.material.opacity = 0.4 + Math.sin(now*0.0008)*0.12;
}
renderer.render(scene, camera);
frames++;
if(now - fpsT0 >= 500){
fpsVal = Math.round(frames*1000/(now-fpsT0)); frames=0; fpsT0=now;
if(fpsOn) fpsEl.textContent = fpsVal + " fps";
window.__AD_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;
for(let i=0;i<products.length;i++){
const b = buildBoard(i);
b.data = products[i];
b.group.position.set(i*PITCH, 0, BANK_Z);
boards.push(b);
}
bootlbl.textContent = `Hanging ${boards.length} boards…`;
focusIdx = Math.min(2, boards.length-1);
pan = targetFocus = focusIdx;
refreshTextureWindow();
const featUrl = imgURL(boards[focusIdx].data.image || boards[focusIdx].data.tile);
await loadTexture(featUrl).catch(()=>null);
ensureBoardTexture(boards[focusIdx]);
showCaption(boards[focusIdx]);
window.__AD__ = {
boards: ()=>boards.length,
textured: ()=>boards.filter(b=>b.faceMat && b.faceMat.map).length,
focus: ()=>focusIdx,
fps: ()=>window.__AD_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":"V13","label":"V13 — Atrium Daylight","elements":[
{"n":1,"label":"Glass atrium — luminous sky-gradient environment, soft global illumination"},
{"n":2,"label":"Thin champagne-framed boards, ~2\" apart on a side swivel"},
{"n":3,"label":"Warm low sun throws long soft shadows across pale limestone"},
{"n":4,"label":"Mullioned glass ceiling + drifting dust motes catch the light"},
{"n":5,"label":"Click a board → carousel-shift to center → full pattern face"}
]};</script>
<script src="./proto-chrome.js"></script>
</body>
</html>