#includeglm::vec3 v1(1.0f, 2.0f, 3.0f); glm::vec3 v2(2.0f, 3.0f, 4.0f); glm::vec3 sum = v1 + v2;
#includeThis code demonstrates how to create a model-view-projection matrix using glm. It uses the perspective, lookAt, translate and matrix multiplication functions provided by glm. Based on these examples, it is safe to determine that glm is a math library for graphics programming in C++. It provides vector, matrix and quaternion operations, as well as various mathematical functions that are commonly used in 3D graphics programming.#include glm::mat4 proj = glm::perspective(glm::radians(90.0f), 4.0f / 3.0f, 0.1f, 100.0f); // creates a perspective projection matrix with a 90 degree field of view glm::mat4 view = glm::lookAt(glm::vec3(0, 0, 5), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0)); // creates a view matrix looking at the origin from the position (0,0,5) glm::mat4 model = glm::translate(glm::mat4(1.0f), glm::vec3(1.0f, 2.0f, 3.0f)); // creates a translation matrix glm::mat4 mvp = proj * view * model; // combines the matrices to create the model-view-projection matrix