This program demonstrates when to issue lighting and transformation commands to render a model with a light which is moved by a modeling transformation (rotate or translate). The light position is reset after the modeling transformation is called. The eye position does not change.

A sphere is drawn using a grey material characteristic. A single light source illuminates the object.

Interaction: pressing the left or middle mouse button alters the modeling transformation (x rotation) by 30 degrees. The scene is then redrawn with the light in a new position.

The example is ported from C examples in the OpenGL Programming Guide (known as the "red book").

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 package glredbook10;

import java.awt.*;
import java.awt.event.*;

import javax.swing.*;

import java.nio.*;

import javax.media.opengl.*;
import javax.media.opengl.glu.*;
import com.sun.opengl.util.*; 

/**
 * This program demonstrates when to issue lighting and transformation commands
 * to render a model with a light which is moved by a modeling transformation
 * (rotate or translate). The light position is reset after the modeling
 * transformation is called. The eye position does not change. <br>
 * <br>
 * A sphere is drawn using a grey material characteristic. A single light source
 * illuminates the object. <br>
 * <br>
 * Interaction: pressing the left or middle mouse button alters the modeling
 * transformation (x rotation) by 30 degrees. The scene is then redrawn with the
 * light in a new position.
 * 
 * @author Kiet Le (Java port)
 */
public class movelight
  extends JFrame
    implements GLEventListener, KeyListener, MouseListener,
    MouseMotionListener, MouseWheelListener
{
  private GLU glu;
  private GLUT glut;
  private GLCapabilities caps;
  private GLCanvas canvas;
  private FPSAnimator animator;

  private static int spin = 0;


  public movelight()
  {
    super("movelight");
   
    caps = new GLCapabilities();
    canvas = new GLCanvas(caps);
    canvas.addGLEventListener(this);
    canvas.addKeyListener(this);
    canvas.addMouseListener(this);
    
    getContentPane().add(canvas);
  }

  public void run()
  {
    setSize(500, 500);
    setLocationRelativeTo(null);
    setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
    setVisible(true);
    canvas.requestFocusInWindow();
  }

  public static void main(String[] args)
  {
    new movelight().run();
  }

  public void init(GLAutoDrawable drawable)
  {
    GL gl = drawable.getGL();
    glu = new GLU();
    glut = new GLUT();
   
    gl.glEnable(GL.GL_LIGHTING);
    gl.glEnable(GL.GL_LIGHT0);
    gl.glDepthFunc(GL.GL_LESS);
    gl.glEnable(GL.GL_DEPTH_TEST);
  }

  /*
   * Here is where the light position is reset after the modeling transformation
   * (glRotated) is called. This places the light at a new position in world
   * coordinates. The cube represents the position of the light.
   */
  public void display(GLAutoDrawable drawable)
  {
    GL gl = drawable.getGL();
    
    float position[] =
    { 0.0f, 0.0f, 1.5f, 1.0f };

    gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
    gl.glPushMatrix();
    gl.glTranslatef(0.0f, 0.0f, -5.0f);

    gl.glPushMatrix();
    gl.glRotated((double) spin, 1.0, 0.0, 0.0);
    gl.glRotated(0.0, 1.0, 0.0, 0.0);
    gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, position, 0);

    gl.glTranslated(0.0, 0.0, 1.5);
    gl.glDisable(GL.GL_LIGHTING);
    gl.glColor3f(0.0f, 1.0f, 1.0f);
    glut.glutWireCube(0.1f);
    gl.glEnable(GL.GL_LIGHTING);
    gl.glPopMatrix();

    glut.glutSolidTorus(0.275f, 0.85f, 20, 20);
    gl.glPopMatrix();
    gl.glFlush();
  }

  public void reshape(GLAutoDrawable drawable, int x, int y, int w, int h)
  {
    GL gl = drawable.getGL();
  
    gl.glViewport(0, 0, w, h);
    gl.glMatrixMode(GL.GL_PROJECTION);
    gl.glLoadIdentity();
    glu.gluPerspective(40.0, (float) w / (float) h, 1.0, 20.0);
    gl.glMatrixMode(GL.GL_MODELVIEW);
  }

  public void displayChanged(GLAutoDrawable drawable, boolean modeChanged,
      boolean deviceChanged)
  {
  }

  private void movelight()
  {
    spin = (spin + 30) % 360;
  }

  public void keyTyped(KeyEvent key)
  {
  }

  public void keyPressed(KeyEvent key)
  {
    char ch = key.getKeyChar();
    switch (ch) {
      case KeyEvent.VK_ESCAPE:
        System.exit(0);
        break;

      default:
        break;
    }
  }

  public void keyReleased(KeyEvent key)
  {
  }

  public void mouseClicked(MouseEvent mouse)
  {
  }

  public void mousePressed(MouseEvent mouse)
  {
    if (mouse.getButton() == MouseEvent.BUTTON1) //
    movelight();
    canvas.display();
  }

  public void mouseReleased(MouseEvent mouse)
  {
  }

  public void mouseEntered(MouseEvent mouse)
  {
  }

  public void mouseExited(MouseEvent mouse)
  {
  }

  public void mouseDragged(MouseEvent mouse)
  {
  }

  public void mouseMoved(MouseEvent mouse)
  {
  }

  public void mouseWheelMoved(MouseWheelEvent wheel)
  {
  }
}

Source: Kiet Le's The Red Book Examples using JOGL