Something is wrong with it: looks like the direct emission light is not taken into account, and sometimes (yes sometimes) the window is not transparent, but that seems related to a cycles bug, since switching from GPU to CPU render and back often fixes the problem.
Simple… 1 object, 2 quads, 2 materials:
a) inside invisible emitter or portal outside
b) transparent + gloss, no ior
if needed for realism or if window takes a large image area, i also add some bump & another reflective surface with some dirt - of course it depends on the window/ glass type and installation
hello burnin, i would prefer resolving everything with just 1 object: i have my students striving to learn Blender and i want to keep complexity to a minimum