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ui.cc
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ui.cc
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#include "misc.hh"
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h"
#include <implot.h>
#include <stdio.h>
#define GL_SILENCE_DEPRECATION
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <GLES2/gl2.h>
#endif
#include <GLFW/glfw3.h> // Will drag system OpenGL headers
#include <iostream>
#include "tracked.hh"
using namespace std;
static void glfw_error_callback(int error, const char* description)
{
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
}
int graphicsThread()
{
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit())
return 1;
// Decide GL+GLSL versions
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GL ES 2.0 + GLSL 100
const char* glsl_version = "#version 100";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
#elif defined(__APPLE__)
// GL 3.2 + GLSL 150
const char* glsl_version = "#version 150";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
#else
// GL 3.0 + GLSL 130
const char* glsl_version = "#version 130";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
#endif
// Create window with graphics context
GLFWwindow* window = glfwCreateWindow(1280, 720, "Hello Deep Learning", NULL, NULL);
if (window == NULL)
return 1;
glfwMakeContextCurrent(window);
glfwSwapInterval(1); // Enable vsync
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImPlot::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
// ImGui::StyleColorsLight();
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init(glsl_version);
io.Fonts->AddFontFromFileTTF("/usr/share/fonts/truetype/msttcorefonts/Comic_Sans_MS.ttf", 18.0f);
// Our state
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
shared_ptr<HyperParameters> hp;
// Main loop
while (!glfwWindowShouldClose(window))
{
auto hp = *g_hyper;
glfwPollEvents();
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
// ImPlot::ShowDemoWindow();
{
ImGui::Begin("Hello, deep learning!"); // Create a window called "Hello, world!" and append into it.
ImGui::SliderInt("Batch multiple", &hp.batchMult, 1, 32);
ImGui::SliderFloat("Learning rate", &hp.lr, 0.0f, 0.2f);
ImGui::SliderFloat("Momentum", &hp.momentum, 0.0f, 1.0f);
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
std::cout<<"Clicked!"<<std::endl;
ImGui::SameLine();
ImGui::Text("Have %ld active nodes", TrackedNumberImp<float>::getCount());
ImGui::Text("Trained %d characters", g_progress.trained.load());
ImGui::Text("Last batch of %d characters took %.1f seconds", hp.getBatchSize(), g_progress.lastTook);
if (g_progress.losses.size()>0 && ImPlot::BeginPlot("Loss plot")) {
// ImPlot::SetupAxes(NULL,NULL,ImPlotAxisFlags_AutoFit|ImPlotAxisFlags_RangeFit, ImPlotAxisFlags_AutoFit|ImPlotAxisFlags_RangeFit);
ImPlot::SetupAxes("Batch", "Loss");
ImPlot::SetupAxisLimits(ImAxis_Y1, 2, 7);
ImPlot::SetupAxis(ImAxis_Y2, "Correct",ImPlotAxisFlags_AuxDefault);
ImPlot::SetupAxisLimits(ImAxis_Y2, 0, 100);
ImPlot::SetAxes(ImAxis_X1, ImAxis_Y1);
ImPlot::PlotLine("Loss", &g_progress.losses[0], g_progress.losses.size());
ImPlot::SetAxes(ImAxis_X1, ImAxis_Y2);
ImPlot::PlotLine("Corrects", &g_progress.corrects[0], g_progress.corrects.size());
ImPlot::EndPlot();
}
ImGui::End();
}
// Rendering
ImGui::Render();
int display_w, display_h;
glfwGetFramebufferSize(window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(window);
auto newhyper = make_shared<HyperParameters>(hp);
g_hyper.swap(newhyper);
}
// Cleanup
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImPlot::DestroyContext();
ImGui::DestroyContext();
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}