minimal d3d11 pt3 https://twitter.com/d7samurai/status/1584005864188366849
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 meant to be an "api familiarizer" series - an uncluttered direct3d 11 setup & basic rendering primer for reference, 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. and even with the added overhead of the shadowmapping, this is the most compact incarnation so far, clocking in at < 190 loc (+ about 66 for the hlsl).. being able to ditch vertex & instance buffers, input layout, texture, sampler etc helps