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mnist : add web page for the MNIST example (#190)
The web page is using WASM for model inference. Users can draw digits on an HTML canvas and load random digits from the MNIST dataset.
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<!DOCTYPE html> | ||
<html> | ||
<head> | ||
<meta charset="utf-8"> | ||
<meta name="viewport" content="width=device-width, initial-scale=1, shrink-to-fit=no"> | ||
<title>MNIST with GGML</title> | ||
<script src="mnist.js"></script> | ||
</head> | ||
<body> | ||
<h2>MNIST digit recognizer with GGML</h2> | ||
<p>Draw a single digit on the canvas below:</p> | ||
<canvas id="ggCanvas" width="364" height="364" style="border:2px solid #d3d3d3;"> | ||
Your browser does not support the HTML canvas tag. | ||
</canvas> | ||
<div> | ||
<button id="clear" onclick="onClear()">Clear</button> | ||
<button id="random" onclick="onRandom()">Random</button> | ||
</div> | ||
<div> | ||
<p id="prediction"></p> | ||
</div> | ||
<script> | ||
"use strict"; | ||
const DIGIT_SIZE = 28; // digits are 28x28 pixels | ||
var canvas = document.getElementById("ggCanvas"); | ||
var ctx = canvas.getContext("2d"); | ||
var digit = new Array(DIGIT_SIZE*DIGIT_SIZE).fill(0); | ||
var dragging = false; | ||
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function onClear(event) { | ||
ctx.clearRect(0, 0, canvas.width, canvas.height); | ||
digit.fill(0); | ||
document.getElementById("prediction").innerHTML = ""; | ||
} | ||
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function onRandom(event) { | ||
onClear(); | ||
var buf = Module._malloc(digit.length); | ||
if (buf == 0) { | ||
console.log("failed to allocate memory"); | ||
return; | ||
} | ||
let ret = Module.ccall('wasm_random_digit', null, ['number'], [buf]); | ||
let digitBytes = new Uint8Array(Module.HEAPU8.buffer, buf, digit.length); | ||
for (let i = 0; i < digit.length; i++) { | ||
digit[i] = digitBytes[i]; | ||
let x = i % DIGIT_SIZE; | ||
let y = Math.floor(i / DIGIT_SIZE); | ||
setPixel(x, y, digit[i]); | ||
} | ||
Module._free(buf); | ||
onMouseUp(); | ||
} | ||
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// Get the position of the mouse relative to the canvas | ||
function getMousePos(event) { | ||
if (event.touches !== undefined && event.touches.length > 0) { | ||
event = event.touches[0]; | ||
} | ||
var rect = canvas.getBoundingClientRect(); | ||
return [Math.floor(event.clientX) - rect.left, Math.floor(event.clientY) - rect.top]; | ||
} | ||
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function setPixel(x, y, val) { | ||
digit[y * DIGIT_SIZE + x] = val; | ||
let canvasX = x * 13; | ||
let canvasY = y * 13; | ||
let color = 255 - val; | ||
ctx.fillStyle = "#" + color.toString(16) + color.toString(16) + color.toString(16); | ||
ctx.fillRect(canvasX, canvasY, 13, 13); | ||
} | ||
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function onMouseDown(e) { | ||
dragging = true; | ||
let [mouseX, mouseY] = getMousePos(e); | ||
setPixel(Math.floor(mouseX / 13), Math.floor(mouseY / 13), 255); | ||
} | ||
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function onMouseUp(e) { | ||
dragging = false; | ||
var buf = Module._malloc(digit.length); | ||
if (buf == 0) { | ||
console.log("failed to allocate memory"); | ||
return; | ||
} | ||
Module.HEAPU8.set(digit, buf); | ||
let prediction = Module.ccall('wasm_eval', null, ['number'], [buf]); | ||
Module._free(buf); | ||
if (prediction >= 0) { | ||
document.getElementById("prediction").innerHTML = "Predicted digit is <b>" + prediction + "</b>"; | ||
} | ||
} | ||
function onMouseMove(e) { | ||
if (dragging) { | ||
let [mouseX, mouseY] = getMousePos(e); | ||
setPixel(Math.floor(mouseX / 13), Math.floor(mouseY / 13), 255); | ||
} | ||
} | ||
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// Prevent scrolling when touching the canvas | ||
document.body.addEventListener("touchstart", function (e) { | ||
if (e.target == canvas) { | ||
e.preventDefault(); | ||
} | ||
}, {passive: false}); | ||
document.body.addEventListener("touchend", function (e) { | ||
if (e.target == canvas) { | ||
e.preventDefault(); | ||
} | ||
}, {passive: false}); | ||
document.body.addEventListener("touchmove", function (e) { | ||
if (e.target == canvas) { | ||
e.preventDefault(); | ||
} | ||
}, {passive: false}); | ||
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// Use the same handlers for mouse and touch events | ||
canvas.onmousedown = onMouseDown; | ||
canvas.onmouseup = onMouseUp; | ||
canvas.onmousemove = onMouseMove; | ||
canvas.ontouchstart = onMouseDown; | ||
canvas.ontouchend = onMouseUp; | ||
canvas.ontouchmove = onMouseMove; | ||
</script> | ||
</body> | ||
</html> |