GLSL: Faking and Baking textures in the viewport

I’m trying to see how far I can go with the blender viewport concerning faking things to make them look good or decent.
I’m baking AO maps among others to make my objects feel more tangible in the viewport, but there is 1 thing that I would like to achieve in the viewport that just can’t seem to be done. How would I go about and bake fake reflections in my scene?

I’ve been looking into cubemapping but those use environment maps, which you cannot enable in the viewport.
I’ve been googling it for some time now but I can’t seem to find an answer to the question.
It always ends up with the game engine. Is there no other way to get some useable reflections in the viewport?

Right now I’m mapping HDRI spheres to things like deformed chrome objects using the reflection map. But when I need something like a mirror, I would like to be able to get something resembling a reflection of my environment.

It doesn’t have to be realtime, I’m totally fine with baking things, but I haven’t found a way of achieving this.

Just add new texture to your material and set coordinates to reflection, or if your object is highpoly or using normal map, then set coordinates to normal.

Thanks for responding, but that is not what I meant. I want to create reflection maps for my scene and be able to view them in the viewport.

I figured this is going to require the reflection channel, but I would still need to be able to create an actual reflection map