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public/proto/v20-penthouse-dusk.html

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<!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>PENTHOUSE DUSK · China Seas</title>
<style>
  :root { --gold:#d8b878; --paper:#f1ebdd; }
  * { box-sizing:border-box; margin:0; padding:0; }
  html,body { height:100%; overflow:hidden; background:#0a0a12; 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(10,9,18,.78) 0%, rgba(10,9,18,0) 100%); }
  .masthead .kicker { font-size:11px; letter-spacing:.46em; text-transform:uppercase;
    color:#c0a06a; 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:#f4eee0; }
  .masthead h1 b { font-weight:700; color:#f0cf93; }
  .masthead .sub { margin-top:10px; font-size:12px; letter-spacing:.05em; color:#9a917f;
    max-width:560px; 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:#f4eee0;
    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:#cba968; }
  #caption .cspec { margin-top:9px; font-size:11.5px; letter-spacing:.04em; color:#a39b8a; }
  #caption a.cta { pointer-events:auto; display:inline-block; margin-top:14px; padding:10px 26px;
    border:1px solid rgba(216,184,120,.55); border-radius:28px; color:#f0cf93; font-size:10.5px;
    letter-spacing:.24em; text-transform:uppercase; text-decoration:none; font-weight:700;
    background:rgba(216,184,120,.07); transition:background .15s, transform .15s; }
  #caption a.cta:hover { background:rgba(216,184,120,.2); 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(225,215,195,.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:#c0a06a; background:rgba(10,10,18,.55); border:1px solid rgba(216,184,120,.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:radial-gradient(120% 90% at 50% 38%, #2a2438 0%, #14111e 55%, #0a0912 100%);
    transition:opacity .9s; }
  #boot .ring { width:44px; height:44px; border-radius:50%;
    border:2px solid rgba(216,184,120,.18); border-top-color:#d8b878; animation:spin 1s linear infinite; }
  #boot .lbl { margin-top:18px; font-size:11px; letter-spacing:.36em; text-transform:uppercase; color:#8a8170; }
  @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 Penthouse at Dusk</div>
  <h1>PENTHOUSE <b>DUSK</b></h1>
  <div class="sub">China Seas, hung in a high-rise penthouse as the city lights come up. Floor-to-ceiling
    glass, a warm interior, the skyline glowing beyond. 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">Raising the blinds at dusk…</div></div>

<!-- r128 core (local) + r128 example modules (CDN, attach to global THREE) -->
<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;

  // ---- dusk palette ----
  const DUSK = {
    skyHi:  0x1b2440,   // deep indigo zenith
    skyMid: 0x4a3a63,   // dusk violet
    skyLo:  0xc8744a,   // warm horizon glow (sunset band)
    skyGnd: 0x14101c,   // city silhouette base
    warm:   0xffd6a0,   // interior key
  };

  // -------------------------------------------------------------------------
  // 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 = 1.12;
  if ("physicallyCorrectLights" in renderer) renderer.physicallyCorrectLights = true;
  renderer.shadowMap.enabled = true;
  renderer.shadowMap.type = THREE.PCFSoftShadowMap;
  renderer.setClearColor(0x0a0912, 1);
  app.appendChild(renderer.domElement);
  const MAX_ANISO = renderer.capabilities.getMaxAnisotropy();

  const scene = new THREE.Scene();
  scene.background = new THREE.Color(0x0a0912);
  scene.fog = new THREE.FogExp2(0x130f1c, 0.020);

  const camera = new THREE.PerspectiveCamera(46, W()/H(), 0.1, 400);
  camera.position.set(0, 1.55, 9.4);
  camera.lookAt(0, 1.55, 0);

  // -------------------------------------------------------------------------
  // DUSK SKY + CITY BOKEH  (one canvas texture → used for the window plane AND
  // the PMREM environment, so interior + glass reflect the same dusk glow).
  // Cheap: a vertical gradient + a scatter of soft additive "lights" drawn into
  // a 2D canvas, then blurred — NO particle system.
  // -------------------------------------------------------------------------
  function makeDuskCanvas(w, h){
    const c = document.createElement("canvas"); c.width = w; c.height = h;
    const x = c.getContext("2d");
    const css = (n)=>"#"+n.toString(16).padStart(6,"0");
    // sky gradient: indigo zenith → dusk violet → warm sunset horizon
    const g = x.createLinearGradient(0,0,0,h);
    g.addColorStop(0.00, css(DUSK.skyHi));
    g.addColorStop(0.42, css(DUSK.skyMid));
    g.addColorStop(0.70, css(DUSK.skyLo));
    g.addColorStop(0.82, "#3a2640");
    g.addColorStop(1.00, css(DUSK.skyGnd));
    x.fillStyle = g; x.fillRect(0,0,w,h);

    // a soft sun-bloom low on the horizon
    const sunY = h*0.74, sx = w*0.62;
    const sg = x.createRadialGradient(sx, sunY, 0, sx, sunY, h*0.42);
    sg.addColorStop(0, "rgba(255,210,150,0.55)");
    sg.addColorStop(0.4, "rgba(230,140,90,0.22)");
    sg.addColorStop(1, "rgba(230,140,90,0)");
    x.fillStyle = sg; x.fillRect(0,0,w,h);

    // city silhouette band — dark rooflines along the bottom third
    const horizon = h*0.80;
    x.fillStyle = "rgba(8,6,14,0.92)";
    let bx = 0;
    while(bx < w){
      const bw = 14 + Math.random()*46;
      const bh = (h-horizon) * (0.25 + Math.random()*0.95);
      x.fillRect(bx, horizon - bh, bw, bh + (h-horizon));
      bx += bw + 2 + Math.random()*8;
    }

    // CITY BOKEH — soft additive window-lights scattered over the silhouette and
    // lower sky. Warm + a few cool. Drawn as radial-gradient dots (the "blur").
    x.globalCompositeOperation = "lighter";
    const N = Math.round(w*h/2600);
    for(let i=0;i<N;i++){
      const px = Math.random()*w;
      // lights concentrate in the city band, thinning upward into haze
      const band = Math.random();
      const py = horizon - (h-horizon)*0.9*Math.pow(band,1.6) + (Math.random()-0.5)*8;
      if(py > h) continue;
      const r = 1.2 + Math.random()*5.5;
      const warm = Math.random() > 0.22;
      const a = 0.25 + Math.random()*0.6;
      const rg = x.createRadialGradient(px,py,0,px,py,r);
      if(warm){ rg.addColorStop(0,`rgba(255,214,150,${a})`); rg.addColorStop(0.5,`rgba(255,180,110,${a*0.4})`); rg.addColorStop(1,"rgba(255,180,110,0)"); }
      else    { rg.addColorStop(0,`rgba(170,205,255,${a})`); rg.addColorStop(0.5,`rgba(140,180,255,${a*0.4})`); rg.addColorStop(1,"rgba(140,180,255,0)"); }
      x.fillStyle = rg; x.beginPath(); x.arc(px,py,r,0,Math.PI*2); x.fill();
    }
    // a faint upper-sky star scatter for depth
    for(let i=0;i<Math.round(N*0.12);i++){
      const px = Math.random()*w, py = Math.random()*horizon*0.7;
      x.fillStyle = `rgba(220,225,255,${0.06+Math.random()*0.18})`;
      x.fillRect(px,py,1,1);
    }
    x.globalCompositeOperation = "source-over";
    return c;
  }

  const duskCanvas = makeDuskCanvas(1024, 1024);
  const skyTex = new THREE.CanvasTexture(duskCanvas);
  if("colorSpace" in skyTex) skyTex.colorSpace = THREE.SRGBColorSpace; else skyTex.encoding = THREE.sRGBEncoding;
  skyTex.anisotropy = MAX_ANISO;

  // -------------------------------------------------------------------------
  // PMREM ENVIRONMENT built from the dusk sky → metals/gloss/glass reflect the
  // dusk gradient + city glow. We render the sky onto a sphere into a scratch
  // scene and PMREM it (no RoomEnvironment dependency).
  // -------------------------------------------------------------------------
  (function buildEnv(){
    try {
      const pmrem = new THREE.PMREMGenerator(renderer);
      pmrem.compileEquirectangularShader && pmrem.compileEquirectangularShader();
      const envScene = new THREE.Scene();
      const dome = new THREE.Mesh(
        new THREE.SphereGeometry(50, 32, 16),
        new THREE.MeshBasicMaterial({ map:skyTex, side:THREE.BackSide, toneMapped:false })
      );
      envScene.add(dome);
      // a warm bounce card (the interior) so reflections aren't pure-sky cold
      const card = new THREE.Mesh(
        new THREE.PlaneGeometry(40, 24),
        new THREE.MeshBasicMaterial({ color:0x4a3322, side:THREE.DoubleSide, toneMapped:false })
      );
      card.position.set(0, -6, 8); card.lookAt(0,0,0); envScene.add(card);
      const envMap = pmrem.fromScene(envScene, 0.05).texture;
      scene.environment = envMap;
      pmrem.dispose();
    } catch(e){ /* env optional */ }
  })();

  // -------------------------------------------------------------------------
  // LIGHTING — warm interior key + cool dusk fill from the glass + warm rim.
  // -------------------------------------------------------------------------
  scene.add(new THREE.AmbientLight(0x2a2433, 0.55));

  // cool dusk fill spilling in from the window wall (behind/left of the bank)
  const duskFill = new THREE.DirectionalLight(0x6f7fae, 0.45);
  duskFill.position.set(-5, 7, -9); scene.add(duskFill);

  // warm rim from the city glow
  const cityRim = new THREE.DirectionalLight(0xffb978, 0.34);
  cityRim.position.set(7, 3, -8); scene.add(cityRim);

  // warm interior KEY — a recessed ceiling wash, casts the soft shadow
  const key = new THREE.DirectionalLight(0xffe2bc, 0.62);
  key.position.set(2.5, 9, 7.5);
  key.castShadow = true;
  key.shadow.mapSize.set(2048, 2048);
  key.shadow.camera.near = 1; key.shadow.camera.far = 44;
  key.shadow.camera.left = -11; key.shadow.camera.right = 11;
  key.shadow.camera.top = 11; key.shadow.camera.bottom = -11;
  key.shadow.bias = -0.0004; key.shadow.radius = 4;
  scene.add(key);

  // hero spotlight — warm, follows the featured board (intimate gallery pool)
  const spot = new THREE.SpotLight(0xffe7c2, 0, 18, Math.PI/7, 0.5, 1.3);
  spot.position.set(0, 6.4, 5.4);
  spot.castShadow = true;
  spot.shadow.mapSize.set(2048, 2048);
  spot.shadow.camera.near = 1; spot.shadow.camera.far = 24;
  spot.shadow.bias = -0.0005; spot.shadow.radius = 5;
  scene.add(spot);
  const spotTarget = new THREE.Object3D(); scene.add(spotTarget);
  spot.target = spotTarget;

  // -------------------------------------------------------------------------
  // ROOM — warm wood/stone walls, the WINDOW WALL of dusk glass behind the bank,
  // and a dark polished stone floor that reflects the warm interior + city glow.
  // -------------------------------------------------------------------------
  const FLOOR_Y = 0;
  (function buildRoom(){
    // THE WINDOW WALL — far back: floor-to-ceiling dusk glass. The sky texture is
    // emissive so the city glow reads even unlit; a faint glass pane sits in front.
    const winBack = new THREE.Mesh(
      new THREE.PlaneGeometry(60, 26),
      new THREE.MeshStandardMaterial({
        map:skyTex, emissive:0xffffff, emissiveMap:skyTex, emissiveIntensity:0.9,
        roughness:1.0, metalness:0.0, toneMapped:true
      })
    );
    winBack.position.set(0, 8, -8.2); scene.add(winBack);

    // glass pane (very subtle) — physical, transmissive, reflects the env
    const glass = new THREE.Mesh(
      new THREE.PlaneGeometry(60, 26),
      new THREE.MeshPhysicalMaterial({
        color:0x223047, roughness:0.06, metalness:0.0, transparent:true, opacity:0.10,
        clearcoat:1.0, clearcoatRoughness:0.05, envMapIntensity:1.1, depthWrite:false
      })
    );
    glass.position.set(0, 8, -7.9); scene.add(glass);

    // slim dark mullions on the glass (vertical) — penthouse window frame grid
    const mulMat = new THREE.MeshStandardMaterial({ color:0x14110d, roughness:0.5, metalness:0.6, envMapIntensity:0.8 });
    const mulGeo = new THREE.BoxGeometry(0.08, 26, 0.12);
    for(let mx=-24; mx<=24; mx+=8){
      const m = new THREE.Mesh(mulGeo, mulMat); m.position.set(mx, 8, -7.85); scene.add(m);
    }
    const mulH = new THREE.Mesh(new THREE.BoxGeometry(60, 0.08, 0.12), mulMat);
    mulH.position.set(0, 14.4, -7.85); scene.add(mulH);

    // warm wood/stone side walls (the room is warm; the glass is cool)
    const sideMat = new THREE.MeshStandardMaterial({ color:0x261d15, roughness:0.78, metalness:0.04, envMapIntensity:0.5 });
    const left = new THREE.Mesh(new THREE.PlaneGeometry(34, 26), sideMat);
    left.position.set(-14, 8, 2); left.rotation.y = Math.PI/2; left.receiveShadow = true; scene.add(left);
    const right = left.clone(); right.position.x = 14; right.rotation.y = -Math.PI/2; scene.add(right);

    // warm wood baseboard glow strips at the floor (interior warmth)
    const ledgeMat = new THREE.MeshStandardMaterial({ color:0x3a2a1c, emissive:0x140c06, roughness:0.6, metalness:0.1 });
    const ledgeL = new THREE.Mesh(new THREE.BoxGeometry(0.3, 0.4, 34), ledgeMat);
    ledgeL.position.set(-13.7, 0.2, 2); scene.add(ledgeL);
    const ledgeR = ledgeL.clone(); ledgeR.position.x = 13.7; scene.add(ledgeR);

    // ceiling — warm, with a hint of recessed light
    const ceil = new THREE.Mesh(new THREE.PlaneGeometry(60, 36),
      new THREE.MeshStandardMaterial({ color:0x1a140e, roughness:0.95, metalness:0.0, emissive:0x0a0704 }));
    ceil.position.set(0, 15, 0); ceil.rotation.x = Math.PI/2; scene.add(ceil);

    // DARK POLISHED STONE FLOOR — clearcoat physical material reflecting the env
    // (warm interior + dusk glass). Procedural roughness keeps it stone, not a
    // mirror; the board reflection group below adds the contact glow.
    const floorMat = new THREE.MeshPhysicalMaterial({
      color:0x100d12, roughness:0.22, metalness:0.0,
      clearcoat:0.95, clearcoatRoughness:0.30, envMapIntensity:0.85
    });
    floorMat.roughnessMap = makeStoneRoughness();
    floorMat.roughnessMap.wrapS = floorMat.roughnessMap.wrapT = THREE.RepeatWrapping;
    floorMat.roughnessMap.repeat.set(7, 7);
    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);

    // a soft warm "spill" plane on the floor near the bank (reads as window-light
    // pooling on the stone) — additive, faint
    const pool = new THREE.Mesh(
      new THREE.PlaneGeometry(20, 14),
      new THREE.MeshBasicMaterial({ color:0x3a2614, transparent:true, opacity:0.28, depthWrite:false, blending:THREE.AdditiveBlending })
    );
    pool.rotation.x = -Math.PI/2; pool.position.set(0, 0.012, 1.5); scene.add(pool);
  })();

  // procedural stone roughness (canvas → texture, $0 local)
  function makeStoneRoughness(){
    const c = document.createElement("canvas"); c.width = c.height = 256;
    const x = c.getContext("2d");
    x.fillStyle = "#6a6a6a"; 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()*64)|0; d[i]=d[i+1]=d[i+2]=92+n; }
    x.putImageData(img,0,0);
    // a few faint vein streaks for marble feel
    x.strokeStyle="rgba(140,140,140,0.4)"; x.lineWidth=1;
    for(let k=0;k<8;k++){ x.beginPath(); x.moveTo(Math.random()*256,0);
      x.bezierCurveTo(Math.random()*256,80,Math.random()*256,170,Math.random()*256,256); x.stroke(); }
    const t = new THREE.CanvasTexture(c); t.anisotropy = MAX_ANISO; return t;
  }

  // -------------------------------------------------------------------------
  // CITY BOKEH SPRITES — a handful of large soft additive sprites floating just
  // beyond the glass, giving real out-of-focus depth to the skyline (cheap, ~14
  // sprites, shared blurred-dot texture). NOT a particle system.
  // -------------------------------------------------------------------------
  const BOKEH = [];
  (function buildBokeh(){
    const c = document.createElement("canvas"); c.width = c.height = 64;
    const g = c.getContext("2d");
    const rg = g.createRadialGradient(32,32,0,32,32,32);
    rg.addColorStop(0,"rgba(255,255,255,0.9)");
    rg.addColorStop(0.35,"rgba(255,210,150,0.45)");
    rg.addColorStop(1,"rgba(255,210,150,0)");
    g.fillStyle = rg; g.beginPath(); g.arc(32,32,32,0,Math.PI*2); g.fill();
    const dotTex = new THREE.CanvasTexture(c);
    const warm = new THREE.Color(0xffce8c), cool = new THREE.Color(0x9bc0ff);
    for(let i=0;i<14;i++){
      const isWarm = Math.random()>0.25;
      const mat = new THREE.SpriteMaterial({
        map:dotTex, color:(isWarm?warm:cool), transparent:true,
        opacity:0.16+Math.random()*0.22, blending:THREE.AdditiveBlending, depthWrite:false, toneMapped:false
      });
      const s = new THREE.Sprite(mat);
      const sz = 0.6 + Math.random()*2.2;
      s.scale.set(sz, sz, 1);
      s.position.set((Math.random()-0.5)*40, 3 + Math.random()*9, -9.5 - Math.random()*6);
      s.userData.tw = Math.random()*Math.PI*2;   // twinkle phase
      s.userData.base = mat.opacity;
      scene.add(s); BOKEH.push(s);
    }
  })();

  // -------------------------------------------------------------------------
  // THE WING BANK — thin dark-framed boards, ~2" apart on an arc, side swivel.
  // -------------------------------------------------------------------------
  const BOARD_W = 1.46;       // ~30" wide board face
  const BOARD_H = 3.55;       // ~6' tall
  const FRAME_T = 0.045;
  const FRAME_D = 0.05;
  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);
  // warm brushed-bronze frame (picks up the dusk env)
  const frameMat = new THREE.MeshStandardMaterial({ color:0x2e251a, roughness:0.42, metalness:0.9, envMapIntensity:1.05 });
  function placeholderFace(){
    return new THREE.MeshPhysicalMaterial({ color:0x1a1714, 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:0x12100d, roughness:0.82, 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 };
  }

  // -------------------------------------------------------------------------
  // FLOOR REFLECTION — mirrored, dimmed clone of the featured board's face.
  // -------------------------------------------------------------------------
  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 + window of neighbours
  // -------------------------------------------------------------------------
  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);
        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:0.56, metalness:0.0, clearcoat:0.12, clearcoatRoughness:0.5, envMapIntensity:0.45
      });
      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++){
      const d = Math.abs(i-focusIdx);
      if(d <= 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;

      // intimate-evening chiaroscuro: featured board sits in the warm pool, the
      // rest recede into the dusk — but never fully black (penthouse, not noir).
      const litTarget = 0.32 + 0.68*Math.pow(openAmt, 1.3);
      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); }

      const farOff = Math.abs(rel) > 7;
      b.group.visible = !farOff;
    }

    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, 6.6, front.group.position.z + 5.2);
      spot.intensity += ((HAS_PRODUCTS?9.0:0) - spot.intensity)*Math.min(1,dt*5);

      if(front.faceMat && front.faceMat.map){
        reflMat.map = front.faceMat.map;
        reflMat.opacity += (0.20 - reflMat.opacity)*Math.min(1,dt*5);
        reflMesh.position.set(fx, -BOARD_H/2 - 0.02, front.group.position.z + 0.02);
      } else {
        reflMat.opacity += (0 - reflMat.opacity)*Math.min(1,dt*5);
      }
    }

    // city bokeh twinkle (very cheap)
    const tt = now*0.0007;
    for(const s of BOKEH){
      s.material.opacity = s.userData.base * (0.7 + 0.3*Math.sin(tt + s.userData.tw));
    }

    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.__PD_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.__PD__ = {
      boards: ()=>boards.length,
      textured: ()=>boards.filter(b=>b.faceMat && b.faceMat.map).length,
      focus: ()=>focusIdx,
      fps: ()=>window.__PD_FPS||0,
      bokeh: ()=>BOKEH.length,
      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":"V20","label":"V20 — Penthouse Dusk","elements":[
  {"n":1,"label":"High-rise penthouse — floor-to-ceiling dusk glass behind the bank"},
  {"n":2,"label":"Dusk-gradient sky + soft city-bokeh lights beyond the windows"},
  {"n":3,"label":"Warm interior key + cool dusk fill; intimate evening mood"},
  {"n":4,"label":"Dark polished stone floor reflecting the warm interior + city glow"},
  {"n":5,"label":"Click a board → carousel-shift to center → full pattern face"}
]};</script>
<script src="./proto-chrome.js"></script>
</body>
</html>