Not loading cube?

I have been trying to load a cube, but it won’t load.

main game loop

GLint projectionLoc = glGetUniformLocation(entityShader.shaderProgram, "projection");
		GLint viewLoc = glGetUniformLocation(entityShader.shaderProgram, "view");
		GLint modelLoc = glGetUniformLocation(entityShader.shaderProgram, "model");
		GLint camPosLoc = glGetUniformLocation(entityShader.shaderProgram, "viewPos");

		glm::mat4 projection;
		projection = glm::perspective(camera.Zoom, (GLfloat) mainWindow.m_Width / mainWindow.m_Height, 0.1f, 100.0f);

		glm::mat4 view;
		view = camera.GetViewMatrix();

		glm::mat4 model;
		model = glm::translate(model, glm::vec3(1.0f, 1.0f, 1.0f));

		entityShader.enable();
		glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
		glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
		glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
		glUniform3f(camPosLoc, camera.Position.x, camera.Position.y, camera.Position.z);
		mainLight.loadLight(entityShader);
		boxMaterial.applyMaterial(entityShader);
		glBindVertexArray(renderer.VAO);
		glDrawArrays(GL_TRIANGLES, 0, 36);
		glBindVertexArray(0);

material.cpp

#include "material.h"

namespace sde {
	namespace graphics {
		Material::Material(GLfloat shininess, glm::vec3 ambient, GLint diffuseMap, GLint specularMap, GLuint diffTexture, GLuint specTexture) :
			m_Shininess(shininess), m_Ambient(ambient), m_DiffuseMap(diffuseMap), m_SpecularMap(specularMap), m_DiffTexture(diffTexture), m_SpecTexture(specTexture)
		{
		}

		void Material::applyMaterial(sde::shaders::ShaderProgram shaders) {
			glActiveTexture(GL_TEXTURE0);
			glBindTexture(GL_TEXTURE_2D, m_DiffTexture);
			glActiveTexture(GL_TEXTURE1);
			glBindTexture(GL_TEXTURE_2D, m_SpecTexture);

			glUniform1f(glGetUniformLocation(shaders.shaderProgram, "material.shininess"), m_Shininess);
			glUniform3f(glGetUniformLocation(shaders.shaderProgram, "material.ambient"), m_Ambient.r, m_Ambient.g, m_Ambient.b);
			glUniform1i(glGetUniformLocation(shaders.shaderProgram, "material.diffuseMap"), m_DiffuseMap);
			glUniform1i(glGetUniformLocation(shaders.shaderProgram, "material.specularMap"), m_SpecularMap);
		}
	}
}

light.cpp

#include "light.h"

namespace sde {
	namespace gameobject {

		Light::Light(glm::vec3 lightPos, glm::vec3 ambient, glm::vec3 diffuse, glm::vec3 specular) :
			m_LightPos(lightPos), m_Ambient(ambient), m_Diffuse(diffuse), m_Specular(specular)
		{
		}

		void Light::loadLight(sde::shaders::ShaderProgram shaders) {
			glUniform3f(glGetUniformLocation(shaders.shaderProgram, "light.direction"), m_LightPos.x, m_LightPos.y, m_LightPos.z);
			glUniform3f(glGetUniformLocation(shaders.shaderProgram, "light.ambient"), m_Ambient.r, m_Ambient.g, m_Ambient.b);
			glUniform3f(glGetUniformLocation(shaders.shaderProgram, "light.diffuse"), m_Diffuse.r, m_Diffuse.g, m_Diffuse.b);
			glUniform3f(glGetUniformLocation(shaders.shaderProgram, "light.specular"), m_Specular.r, m_Specular.g, m_Specular.b);
		}

	}
}

renderer.cpp

glGenVertexArrays(1, &VAO);
			glBindVertexArray(VAO);
			
			glGenBuffers(1, &VBO);
			//glGenBuffers(1, &EBO);

			//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
			glBindBuffer(GL_ARRAY_BUFFER, VBO);

			//glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
			glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
			
			glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
			glEnableVertexAttribArray(0);

			glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
			glEnableVertexAttribArray(1);

			glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLfloat*)(6 * sizeof(GLfloat)));
			glEnableVertexAttribArray(2);

			glBindVertexArray(0);