Orthogonal view, from directly overhead. You can see the camera triangle at the bottom and the cluster of mesh objects. The light source at the bottom right (yellow circle) is not a spotlight, the other two lights are, indicated by the dashed lines.
This second image is a perspective view from the right front. You can pick out the camera near the red and white 3D cursor and see how the front spotlight is much lower than the rear spot, something you can't see in the top view. The mesh cube that is the room looks crumpled because it has been subdivided fractally. That helps to make the texture look rough in this lighting arrangement.