An elaboration on Minimal D3D11 pt2, adding shadowmapping and incorporating various improvements and alternative approaches to the rendering setup, such as manual vertex fetching, samplerless texture lookup, null shader depth map rendering and procedurally generated texture and instance data.
As before, this is intended to be an an "API familiarizer" - an uncluttered Direct3D 11 setup & basic rendering reference implementation, in the form of a complete, runnable Windows application contained in a single function and laid out in a linear, step-by-step fashion. No modern C++ / OOP / obscuring cruft, only ~190 LOC. View on YouTube