Im 90% certain you simply won't find an book using Java and modern OpenGL at the same time. Its just a thing that doesn't gets mixed often enough to merit a book specifically for it apparently.
In any case, the 2nd best thing you can get is an "plain" OpenGL book, which will probably use C++. Remember, the important bit is not the language used, but the OpenGL calls and how to use them. Then, with a thin wrapper like LWJGL (which expose OpenGL calls as similar as they can be with respect to the C OpenGL API) you can practice the concepts you learn.
I link LWJGL because that's the one I've used, there is also JOGL, you can try both. OpenGL calls will be the same, you'll still upload the data to your GPU, set attribute pointers, make your draw calls, code shaders, and so on.
You might want to get your feet wet before going through an entire book of OpenGL, you can learn quite a bit of it from here Arcsynthesis OpenGL Online Book. It explains all the basics of OpenGL plus the math involved in all of those operations. IMO is the best "free" OpenGL resource out there for learning the basics at the moment. Have in mind that it will cost you a bit more since you'll have to look at the C++ code and try to come up with equivalents in Java + whatever OpenGL wrapper you're using, but such are the perils of starting 3D programming in a language that isn't popular for 3D programming
If you don't like Java enough to do all this jumping around, switch to other language that will make it easier.