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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>