I'm sure people will objected but I'd argue WebGPU is easier to understand, has better errors, has no state machine, works C++, Rust, JS/TS and other languages, and closer to modern GPU programming if you want to move to Metal or D3D12 or Vulkan later.
Further, OpenGL (and ES) are a nightmare of bugs and incompatibilities students might run into that WebGPU fixes.
That said, the article mentions Apple platforms where you can use ANGLE if you happened to have students stuck there.
For teaching I would generally use the web browser via WebGL2 or WebGPU, just because those APIs require much less boilerplate in the browser environment to get to your first triangle and the edit-test-loop is pretty much instant.
I just don't see personally sense to focus on it longer than just 1mo of intro, tutorial, get through simple example, show limitations, carry on to Vulkan/WGPU with background story that there is also DX12 and Metal that follow similar principles.
There are a few libraries that try to abstract over all this indirection but all the graphics APIs themselves are lower-level so you're left to do all of that yourself.
If you really want to see why all the cruft is there, and how much you could remove if you dropped support for older hardware, look no further than Sebastian Altonen's "No Graphics API" blog post and associated implementation: https://www.sebastianaaltonen.com/blog/no-graphics-api/
CUDA being the winner (closed source, not really usable on non-nvidia GPUs) between those 2 and nvidia not wanting to open their competitive advantage to the competition for the niche of non gamings uses / scientific computing (and later AI, which became a huge win for nvidia).
vulkan came around after as this open thing (based on a previous attempt by AMD called mantle) that's trying to break down the leaky abstractions and the divide between language for graphics & video games and separate language/frameworks for gpu non-graphic computing with the promise of giving more control and more room for squeezing performance from the hardware at the cost of more complexity with the idea that you'll probably build your own abstractions on top of it for your subset of applications.
If GPU were from the get go designed as a parallelism tool first and video game tools second the hardware architecture and the language would probably be different than today and simpler (and if the competition between the duopoly didn't sabotage things)
don't forget that the drivers for GPUs would until recently get updates to patch specific video games for performance issues (not sure if they still do that ?)
The market demand was for video game tools, though.
People didn't wanted faster compute, they wanted their computer games to work smoothly on the hardware they already own. Therefore, they preferred to spend 100-200€ on a point upgrade, much like RAM, than scrapping their 2k€ PC.
To give people a reason to buy these upgrades, games had to use them. Therefore video cards were designed specially for the usecases and development flow that game developers already followed.
If it wasn't for the video game market, NVidia wouldn't exist as we know it today.
But GPUs have thousands of cores, which means if you want any benefit, the smallest data type you must use is something like array[n * 1024], or your GPU is wasted doing nothing. So you must shape your programs into that memory model or you're just wasting your time (and GPU).
That's >50% of the problem.
Some OS/hardware have separate GPU memory (Nvidia), some have unified memory (Macos, modern consoles), but moving memory is usually not the problem.
Things don't "run on CPU by default", it's up to the programmer where to run it. But the CPU and GPU paradigm of "running a program" are very different, since on GPU you're running SIMD (i.e. running your code on arrays) or else there is no point to use a GPU.
the key for me is thinking in terms of sets—much of your conditional logic is probably about sorting things into sets anyway.
But also partly in the fact that the GPU is specialized for certain operations over a CPU. It wants and need to obtain data in a different way from a CPU to maximize throughput. So language constructs are designed around making sure developers stay on this fast path. The complexity can be seen as some intentional gatekeeping to signal that this kind of programming is only for specific kinds of problems.
The worst part of GL is the mysterious global state you will never understand without studying the spec. The world could use an API that's basically GL but without global hidden singleton (per thread!) BS behind the scenes.
There's WebGPU (probably the best option for teaching), D3D11 and Metal.
And (shameless plug): sokol-gfx tries to find a balance between simplicity and modern 3D APIs:
https://github.com/floooh/sokol
Demos with links to C source and shader code:
WebGL2 backend: https://floooh.github.io/sokol-html5/
WebGPU backend (has a couple more demos which use features not available on GLES3/WebGL2, like compute shaders): https://floooh.github.io/sokol-webgpu/
A fundamental shift in thinking that got me into high performance graphics programming and parallelized image processing, the "Aha" Moment, is being forced to express how to calculate the final pixel independently, without having access to neighboring pixels of the same output buffer, confined to the straight jacket of the fragment shader. OpenGL with it's combination of hand-holding and relative simplicity as compared to Vulkan and limits of a predefined shader pipeline as compared to a pure software implementation is exactly the thing that I needed to get into graphics programming. It's an excellent jump in point I think.
Awful.
Web browsers have also done a lot of behind-the-scenes work on compatibility. The behavior of WebGL 2 is much, much more consistent across platforms than native OpenGL [ES] ever was.