I'm struggling to implement point light shadows using cube shadow maps in DirectX 11. I've searched around and there only really seems to be tutorials in OpenGL or earlier versions of DirectX. I've setup a shadow map texture using CreateTexture2D(), CreateDepthStencilView() and CreateShaderResourceView() using the TextureCube flags where possible. I am then unsure on how to add the different 'camera' positions for each face of the cube map and how I calculate the view/projection matrices. I currently have shadows working for spot/directional lights, but I've never used cube maps before. I just need something to get me started. Thank you in advance.
Edit: I currently have a D3D11_TEXTURE2D_DESC variable to create the shadow texture as a TEXTURECUBE; a depth stencil has been created using D3D11_DEPTH_STENCIL_VIEW_DESC and a shader resource view has been created using D3D11_SHADER_RESOURCE_VIEW_DESC. I'm hoping that his has created the cubemap texture. I'm unsure on how to then initialise it with the view/projection matrix for each face and then pass it to a vertex or possibly geometry shader. Any help is much appreciated.