. . , , glm:: lookAt(), . , SRT . , , "lookAt", , (lookAtPt - position)
glm::vec3 lookAtPt = direction;
glm::mat4 rotMatrix = glm::lookAt(glm::vec3(0), lookAtPt, up);
glm::quat rotation = glm::quat_cast(rotMatrix);
glm::mat4 identityMat = glm::mat4(1.0f);
glm::mat4 rotMatrix = glm::mat4_cast(rotation);
glm::mat4 transMatrix = glm::translate(identityMat, position);
glm::mat4 viewMatrix = rotMatrix * glm::inverse(transMatrix);