Utility:  New functions to print vectors and matrices
Shaders: Compute light phong light with reflect instead of half vector
Camera:  Use viewing matrix for camera position WIP

Trying to use glm::lookAt to handle tranlation and rotation.
Camera:  Use spherical coordinates to rotate view.

Camer only modyfies the view matrix which can be quired with a get_view_mat
call.  A call to update needs to be done to update the state of the camera.
Object:  New abstract class that defines drawable objects

An object can be scaled, rotated and translated.
An object has a model matrix attached to it allowing its transformation in world
space.
Light-Object:  Add a cube at position/direction of light
Lighting:  Specular lighting using camera space and reflection

Camera space (view matrix) allows to transform each vertex in camera space i-e
camera's position is (0, 0, 0) making it easy to compute the direction vecteur
between camera and each vertex.  Then this direction vector is compared to the
reflection vector of the light against the normal vector giving use the
shininess intensity.