This FG can certainly do - just think like a real time 3d renderer and not like a raytracer. The most prominent reflections in the glass are not the outside world, but the fact that there's bright openings on the opposite wall. Opacity map does it (and the C-172p has it implemented for the glass).
Glossiness FG rendering certainly does, because that's your run of the mill specular and shininess parameters.
For an interior of anything, you can even do mirror reflections by a suitable environment map - this is just difficult to get for exterior surfaces.
So it's largely a question of pre-computing things for the real time techniques, not so much an impossible to do.