import React from 'react';
import { useCurrentFrame, useVideoConfig, interpolate, Easing, AbsoluteFill } from 'remotion';
// =============================================================================
// COMPOSITION CONFIG (Required for auto-discovery)
// =============================================================================
export const compositionConfig = {
id: 'TheRenderHook',
durationInSeconds: 5,
fps: 60,
width: 1080,
height: 1920,
};
// =============================================================================
// PRE-GENERATED DATA
// =============================================================================
const seededRandom = (seed: number): number => {
const x = Math.sin(seed * 9999) * 10000;
return x - Math.floor(x);
};
// Window shatter fragments
const shatterFragments = Array.from({ length: 40 }, (_, i) => ({
id: i,
x: seededRandom(i * 1) * 900 - 450,
y: seededRandom(i * 2) * 1100 - 550,
rotation: seededRandom(i * 3) * 720 - 360,
velocityX: (seededRandom(i * 4) - 0.5) * 1200,
velocityY: (seededRandom(i * 5) - 0.5) * 1200,
rotationSpeed: (seededRandom(i * 6) - 0.5) * 1080,
width: 60 + seededRandom(i * 7) * 120,
height: 60 + seededRandom(i * 8) * 120,
clipPath: `polygon(${seededRandom(i * 9) * 30}% 0%, 100% ${seededRandom(i * 10) * 30}%, ${100 - seededRandom(i * 11) * 30}% 100%, 0% ${100 - seededRandom(i * 12) * 30}%)`,
}));
// Particle dust for explosion
const dustParticles = Array.from({ length: 60 }, (_, i) => ({
id: i,
startX: seededRandom(i * 13) * 800 - 400,
startY: seededRandom(i * 14) * 900 - 450,
velocityX: (seededRandom(i * 15) - 0.5) * 800,
velocityY: (seededRandom(i * 16) - 0.5) * 800,
size: 3 + seededRandom(i * 17) * 8,
color: ['#00ffff', '#ff00ff', '#00bfff', '#ffffff'][Math.floor(seededRandom(i * 18) * 4)],
}));
// Background floating particles
const floatingParticles = Array.from({ length: 20 }, (_, i) => ({
id: i,
x: seededRandom(i * 19) * 1080,
startY: 1920 + seededRandom(i * 20) * 200,
size: 2 + seededRandom(i * 21) * 4,
speed: 0.3 + seededRandom(i * 22) * 0.5,
opacity: 0.1 + seededRandom(i * 23) * 0.2,
}));
// Glitch timing data
const glitchFrames = [45, 78, 112, 145, 168];
const previewContents = [
{ type: 'wireframe', color: '#00ffff' },
{ type: 'partial', color: '#ff00ff' },
{ type: 'particles', color: '#00bfff' },
{ type: 'wave', color: '#00ffff' },
{ type: 'cube', color: '#ff00ff' },
{ type: 'bars', color: '#00bfff' },
{ type: 'final', color: '#ffffff' },
];
// Status text timeline
const statusTexts = [
{ start: 30, end: 60, text: 'Initializing render pipeline...' },
{ start: 60, end: 90, text: 'Processing frames...' },
{ start: 90, end: 120, text: 'Applying effects...' },
{ start: 120, end: 150, text: 'Compositing layers...' },
{ start: 150, end: 180, text: 'Finalizing output...' },
];
// Easing presets
const easeOut = Easing.bezier(0.33, 1, 0.68, 1);
const easeInOut = Easing.bezier(0.37, 0, 0.63, 1);
const overshoot = Easing.bezier(0.34, 1.56, 0.64, 1);
// =============================================================================
// SUB-COMPONENTS
// =============================================================================
const TrafficLights: React.FC = () => (
);
const WireframePreview: React.FC<{ frame: number }> = ({ frame }) => {
const rotation = (frame * 2) % 360;
return (
);
};
const ParticlePreview: React.FC<{ frame: number }> = ({ frame }) => {
const particles = Array.from({ length: 30 }, (_, i) => ({
x: 50 + Math.cos((frame * 0.1 + i * 0.5)) * (20 + i * 2),
y: 50 + Math.sin((frame * 0.1 + i * 0.7)) * (20 + i * 2),
}));
return (
);
};
const WavePreview: React.FC<{ frame: number }> = ({ frame }) => {
const points = Array.from({ length: 50 }, (_, i) => {
const x = i * 2;
const y = 50 + Math.sin((i * 0.3) + frame * 0.15) * 25;
return `${x},${y}`;
}).join(' ');
return (
);
};
const CubePreview: React.FC<{ frame: number }> = ({ frame }) => {
const rotation = frame * 3;
return (
);
};
const ColorBarsPreview: React.FC = () => (
{['#ff0000', '#00ff00', '#0000ff', '#ffff00', '#00ffff', '#ff00ff', '#ffffff'].map((color, i) => (
))}
);
const FinalPreview: React.FC = () => (
{Array.from({ length: 10 }, (_, i) => (
))}
);
// =============================================================================
// MAIN COMPONENT
// =============================================================================
const TheRenderHook: React.FC = () => {
const frame = useCurrentFrame();
const { fps } = useVideoConfig();
// Phase calculations
const windowFadeIn = frame <= 20;
const previewInit = frame > 20 && frame <= 30;
const renderProgress = frame > 30 && frame <= 180;
const completionBurst = frame > 180 && frame <= 220;
const windowExplosion = frame > 220 && frame <= 240;
const textReveal = frame > 240 && frame <= 280;
const arrowPhase = frame > 280;
const showWindow = frame <= 220;
// Window appearance
const windowOpacity = interpolate(frame, [0, 20], [0, 1], { extrapolateRight: 'clamp', extrapolateLeft: 'clamp' });
const windowScale = interpolate(frame, [0, 20], [0.95, 1], { extrapolateRight: 'clamp', extrapolateLeft: 'clamp', easing: overshoot });
// Progress bar calculation with realistic stutters
const getProgress = (f: number): number => {
if (f < 30) return 0;
if (f >= 180) return 100;
const progressFrame = f - 30;
const totalProgressFrames = 150;
// Non-linear progress with stutters
if (progressFrame < 20) return interpolate(progressFrame, [0, 20], [0, 23], { extrapolateRight: 'clamp', extrapolateLeft: 'clamp' });
if (progressFrame < 50) return interpolate(progressFrame, [20, 50], [23, 45], { extrapolateRight: 'clamp', extrapolateLeft: 'clamp' });
if (progressFrame < 90) return interpolate(progressFrame, [50, 90], [45, 78], { extrapolateRight: 'clamp', extrapolateLeft: 'clamp' });
if (progressFrame < 130) return interpolate(progressFrame, [90, 130], [78, 94], { extrapolateRight: 'clamp', extrapolateLeft: 'clamp' });
return interpolate(progressFrame, [130, 150], [94, 100], { extrapolateRight: 'clamp', extrapolateLeft: 'clamp', easing: overshoot });
};
const progress = getProgress(frame);
// Glitch effect calculations
const isGlitching = glitchFrames.some(gf => Math.abs(frame - gf) < 3);
const glitchOffsetX = isGlitching ? (seededRandom(frame) - 0.5) * 20 : 0;
const rgbSplitAmount = isGlitching ? 5 : 0;
// Completion burst glitch (frames 180-200)
const burstGlitch = frame > 180 && frame <= 195;
const burstIntensity = burstGlitch ? interpolate(frame, [180, 187, 195], [0, 1, 0], { extrapolateRight: 'clamp', extrapolateLeft: 'clamp' }) : 0;
const burstFlash = frame > 183 && frame < 186 ? 0.8 : 0;
const burstSplitX = burstIntensity * 20;
const burstTearOffset = burstIntensity * 30;
// Done checkmark animation
const showDone = frame > 200 && frame <= 220;
const doneScale = interpolate(frame, [200, 215], [0, 1], { extrapolateRight: 'clamp', extrapolateLeft: 'clamp', easing: overshoot });
const doneOpacity = interpolate(frame, [200, 205], [0, 1], { extrapolateRight: 'clamp', extrapolateLeft: 'clamp' });
// Get current preview type
const getPreviewIndex = (f: number): number => {
if (f < 30) return -1;
const cycleFrame = (f - 30) % 25;
const cycleIndex = Math.floor((f - 30) / 25);
return cycleIndex % previewContents.length;
};
// Get current status text
const getCurrentStatus = (f: number): string => {
if (f < 30) return 'Initializing...';
const status = statusTexts.find(s => f >= s.start && f < s.end);
return status?.text || 'Finalizing output...';
};
// Window explosion animation
const explosionProgress = interpolate(frame, [220, 240], [0, 1], { extrapolateRight: 'clamp', extrapolateLeft: 'clamp', easing: easeOut });
// Text reveal animations
const line1Opacity = interpolate(frame, [240, 250], [0, 1], { extrapolateRight: 'clamp', extrapolateLeft: 'clamp' });
const line1X = interpolate(frame, [240, 255], [-100, 0], { extrapolateRight: 'clamp', extrapolateLeft: 'clamp', easing: overshoot });
const line2Opacity = interpolate(frame, [250, 260], [0, 1], { extrapolateRight: 'clamp', extrapolateLeft: 'clamp' });
const line2GlitchOffset = frame > 250 && frame < 258 ? (seededRandom(frame) - 0.5) * 10 : 0;
const line3Opacity = interpolate(frame, [260, 270], [0, 1], { extrapolateRight: 'clamp', extrapolateLeft: 'clamp' });
const line3Scale = interpolate(frame, [260, 275], [0, 1], { extrapolateRight: 'clamp', extrapolateLeft: 'clamp', easing: overshoot });
// Text glow pulse after settle
const textGlow = frame > 275 ? interpolate((frame - 275) % 40, [0, 20, 40], [0, 10, 0], { extrapolateRight: 'clamp', extrapolateLeft: 'clamp' }) : 0;
// Arrow animation
const arrowOpacity = interpolate(frame, [280, 290], [0, 1], { extrapolateRight: 'clamp', extrapolateLeft: 'clamp' });
const arrowBounce = frame > 280 ? Math.sin((frame - 280) * 0.3) * 15 : 0;
const arrowGlow = frame > 280 ? interpolate((frame - 280) % 20, [0, 10, 20], [5, 15, 5], { extrapolateRight: 'clamp', extrapolateLeft: 'clamp' }) : 0;
// Preview cycling speed increases over time
const previewCycleSpeed = interpolate(frame, [30, 180], [6, 2], { extrapolateRight: 'clamp', extrapolateLeft: 'clamp' });
const currentPreviewIndex = Math.floor((frame - 30) / previewCycleSpeed) % previewContents.length;
// Scanline effect
const scanlineY = (frame * 8) % 600;
return (
{/* Noise texture overlay */}
{/* Floating particles (after explosion) */}
{frame > 240 && floatingParticles.map(particle => {
const y = particle.startY - (frame - 240) * particle.speed * 3;
if (y < -10) return null;
return (
);
})}
{/* Render Window */}
{showWindow && (
{/* Window frame */}
{/* Title bar */}
{/* Preview area with tear effect during burst */}
{burstGlitch && (
<>
{/* Top tear */}
{/* Bottom tear */}
>
)}
{/* Main preview */}
{/* RGB split layers during glitch */}
{(isGlitching || burstGlitch) && (
<>
>
)}
{/* Scanline during render */}
{renderProgress && (
)}
{/* Preview content */}
{previewInit && (
Initializing...
)}
{renderProgress && (
<>
{currentPreviewIndex === 0 &&
}
{currentPreviewIndex === 1 && (
RENDER
)}
{currentPreviewIndex === 2 &&
}
{currentPreviewIndex === 3 &&
}
{currentPreviewIndex === 4 &&
}
{currentPreviewIndex === 5 &&
}
{currentPreviewIndex === 6 &&
}
>
)}
{showDone && (
)}
{/* Status bar */}
{/* Status text and percentage */}
{showDone ? 'Complete!' : getCurrentStatus(frame)}
{Math.round(progress)}%
{/* Progress bar */}
{/* Progress fill */}
{/* Glow overlay */}
{/* Time estimate */}
{!showDone && (
⏱ Estimated: {((100 - progress) * 0.003).toFixed(1)}s remaining
)}
)}
{/* Burst flash overlay */}
{burstFlash > 0 && (
)}
{/* Explosion fragments */}
{windowExplosion && shatterFragments.map(fragment => {
const fragX = fragment.x + fragment.velocityX * explosionProgress;
const fragY = fragment.y + fragment.velocityY * explosionProgress;
const fragRotation = fragment.rotation + fragment.rotationSpeed * explosionProgress;
const fragOpacity = 1 - explosionProgress;
return (
);
})}
{/* Dust particles */}
{windowExplosion && dustParticles.map(particle => {
const pX = particle.startX + particle.velocityX * explosionProgress;
const pY = particle.startY + particle.velocityY * explosionProgress;
const pOpacity = 1 - explosionProgress;
return (
);
})}
{/* Hook text reveal */}
{frame > 240 && (
{/* Line 1: Create Videos */}
Create Videos
{/* Line 2: With Code */}
With Code
{/* Line 3: In Seconds */}
In Seconds
)}
{/* Arrow CTA */}
{frame > 280 && (
{/* Arrow */}
{/* Text below arrow */}
See what's possible
)}
);
};
export default TheRenderHook;