That’s problem: I’m currently in OpenGL eye-space, now I want make a black rectangle to cover all window’s area. How can I determine a exactly X, Y, Z position to do this?
Update
Or can someone tell me how can I determine the X, Y (top-left) of window when we have a Z value?
You can try to calculate a rectangle that fits the camera exactly and go from there. To do that, you would need to take into account the projection matrix and calculate an inverse.
However, there is a simpler method. All you have to do is to change the camera temporarily, so that you know exactly how to draw the rectangle. A simple enough camera is the default orthogonal camera, with simple limits(from -1 to 1). The following does that: